Trigger brush: Difference between revisions
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Note:The brush is fully solid unlike other trigger entities.
Note:Use func_button instead to detect players using +use, it behaves like trigger_brush but is more likely to work on any version of Source.
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(→Keyvalues: nofgd? Was this in any fgd ?) |
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{{KV|Input Filter|intn=InputFilter|choices|Used to specify which inputs this entity will accept. | {{KV|Input Filter|intn=InputFilter|choices|Used to specify which inputs this entity will accept. | ||
:*0: Allow all inputs | :*0: Allow all inputs | ||
:*1: Ignore Players | :*1: Ignore Players | ||
:*2: Ignore NPCs | :*2: Ignore NPCs | ||
:*4: Ignore Pushables | :*4: Ignore Pushables | ||
:*8: Ignore Touch/Untouch | :*8: Ignore Touch/Untouch | ||
:*16: Ignore Use | :*16: Ignore Use |
Revision as of 08:16, 26 April 2025

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
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CTriggerBrush |
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trigger_brush
is a brush entity available in all Source games. Deprecated entity during the development of Half-Life 2, its sole difference compared to other entities is that a
OnUse
output ↓ exists which may be useful when combined with player event targetnames (such as game_playerdie
).


Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Input Filter (InputFilter) <choices>
- Used to specify which inputs this entity will accept.
- 0: Allow all inputs
- 1: Ignore Players
- 2: Ignore NPCs
- 4: Ignore Pushables
- 8: Ignore Touch/Untouch
- 16: Ignore Use
- 32: Ignore All
- Don't alert parent (DontMessageParent) <boolean>
- Decides whether to forward OnStartTouch, OnEndTouch outputs or Use input to parented entity.
Inputs
- Use
- Fires the OnUse output.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnUse
- !activator = activator of the Use input
!caller = this entity
Fired when theUse
input is given.
- OnStartTouch
- !activator = entity that touched this trigger
!caller = this entity
Fired when an entity starts touching this trigger. The touching entity must pass this trigger's InputFilter to cause this output to fire.
- OnEndTouch
- !activator = entity that stopped touching this trigger (may be NULL if the entity was killed)
!caller = this entity
Fired when an entity stops touching this trigger. Only entities that passed this trigger's InputFilter will cause this output to fire.
FGD Code
Todo: add InputFilter keyvalue
@SolidClass base(Targetname, Parentname, Global, Inputfilter, EnableDisable) = trigger_brush
[
DontMessageParent(integer) : "Don't alert parent" : 0 : "When 0 forwards OnStartTouch, OnEndTouch outputs or Use input to parented entity"
input Use(void) : "Fires the OnUse output."
output OnUse(void) : "Fired when the Use input is given. "
output OnStartTouch(void) : "Fired when an entity starts touching this trigger. The touching entity must pass this trigger's InputFilter to cause this output to fire."
output OnEndTouch(void) : "Fired when an entity stops touching this trigger. Only entities that passed this trigger's InputFilter will cause this output to fire."
]