trigger_active_weapon_detect
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Entity description
trigger_active_weapon_detect fires an output when touched by a player that has a specific weapon active. This brush entity is available in Left 4 Dead 2.
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
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Global:
- Global Entity Name (globalname) <string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Filter Name
- filtername <filterclass> Filter to use to see if activator triggers me. See filter_activator_name for more explanation.
- Weapon To Detect
- weaponclassname <string> weapon classname that player must have active.
Flags
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |
- Everything (not including physics debris) : [64]
- Only clients in vehicles : [32]
- Only clients *not* in vehicles : [512]
- Only player ally NPCs : [16]
- Only NPCs in vehicles (respects player ally flag) : [2048]
- Physics Objects (not including physics debris) : [8]
- Physics debris (include also physics debris) : [1024]
Pushables (Passes entities with classname func_pushable) : [4]- Deprecated.
Equivalent to using Everything + filter_activator_class that filtersfunc_pushable
.
|}
Inputs
- BaseTrigger:
- Toggle
- Toggles this trigger between enabled and disabled states.
- Enable
- Enable trigger
- Disable
- Disable trigger
Outputs
Note:There is a second occurence of Targetname outputs.
- Trigger:
OnStartTouch
- Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire.
OnStartTouchAll
- Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered.
OnEndTouch
- Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire. (!activator is the exiting entity)
OnEndTouchAll
- Fires when the last entity in the entity's area exits this trigger or when this entity is disabled. Only entities that passed this trigger's filters are considered. (!activator is the last exiting entity)
- OnTouchActiveWeapon
- Touched a player who has our weapon active