Script trigger hurt: Difference between revisions
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Note:Some damage types are named incorrectly by default in base.fgd, instead using their GoldSource names.
Tip:
Team Fortress 2: Fancy damage effects such as decapitation, disintegration or ice/gold statues on death can be applied via VScript. See TakeDamageCustom function or the trigger example.
Bug:In
Team Fortress 2,
)
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m (Substituted IO templates) |
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== Inputs == | == Inputs == | ||
{{ | {{I|SetDamage|Set a new amount of damage for this trigger.|param=float}} | ||
{{I BaseTrigger}} | {{I BaseTrigger}} | ||
==Outputs== | ==Outputs== | ||
{{ | {{O|OnHurt|Fired whenever this trigger hurts something other than a player.}} | ||
{{ | {{O|OnHurtPlayer|Fired whenever this trigger hurts a player.}} | ||
{{O BaseTrigger}} | {{O BaseTrigger}} | ||
Latest revision as of 10:17, 21 April 2025
This entity is not in the FGD by default.
It should not be put directly in a map because trigger_hurt already exists as a more accessible option.
It should not be put directly in a map because trigger_hurt already exists as a more accessible option.
| CScriptTriggerHurt |
script_trigger_hurt is a point entity available in
Left 4 Dead 2. It's a trigger_hurt, readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to trigger_hurt is applicable to script_trigger_hurt. Since its a brush entity technically, using the keyvaluesminsandmaxsstill works.
When compiling Entity Groups, trigger_hurt entities are converted to script_trigger_hurt.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report. - See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Bounding Box Extents (extent) <vector>
- Controls the size of the bounding box. If mins/maxs were usable here instead then
mins -100 -100 -100andmaxs 100 100 100would be equivalent toextent 100 100 100.See also: Image at bounding box page
- Origin (origin) <vector>
- Center of the bounding box specified by the extent
- Angles (angles) <vector>
- Angles of the bounding box specified by the extent
- Damage (damage) <integer>
- The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also Damage Model for extra details on how damage can be dealt. Use negative value to heal.
- Damage Cap (damagecap) <integer>
- Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag.
- Damage Type (damagetype) <choices>
- Literal values can be added together to stack effects
- 0: GENERIC
- 1: CRUSH
- 2: BULLET
- 4: SLASH
- 8: BURN
- 16: VEHICLE / (TRAIN
) - 32: FALL
- 64: BLAST
- 128: CLUB
- 256: SHOCK (Spawns particle with missing texture in
) - 512: SONIC
- 1024: ENERGYBEAM
- 16384: DROWN
- 32768: PARALYSE
- 65536: NERVEGAS / (SAWBLADE
) - 131072: POISON
- 262144: RADIATION
- 524288: DROWNRECOVER
- 1048576: ACID / (CRITICAL
) - 2097152: SLOWBURN
- 4194304: REMOVENORAGDOLL
- 16777216: FULLGIB (in

)
VEHICLEis namedFREEZEACIDis namedCHEMICALREMOVENORAGDOLLis namedSLOWFREEZE
REMOVENORAGDOLL/SLOWFREEZE will cause the killed player's cosmetics to appear floating above their observer target. (tested in:
- Damage Model (damagemodel) <choices>
- How damage is dealt. Normal always does the specified amount of damage each half second. Doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch.
- 0 : Normal
- 1 : Doubling w/forgiveness
- Zero Damage Force (nodmgforce) <boolean>
- Should the damaged entity receive no physics force from this trigger.
|
Flags
|
Inputs
- SetDamage <float>
- Set a new amount of damage for this trigger.
|
Outputs
- OnHurt
- Fired whenever this trigger hurts something other than a player.
- OnHurtPlayer
- Fired whenever this trigger hurts a player.
|