trigger_coop's HUD element showing that 3 players are currently touching the trigger, and 1 more is required to fire
OnPlayersIn output.
trigger_coop is a brush entity available in Synergy. It keeps track of the number of players touching it.
Note:This entity is specifically designed for detecting players. Otherwise use trigger_multiple for other entities.
Entity description
Entity that counts the number players touching it and fires OnPlayersIn output when the number passes the set threshold. It can be set to require a specific number of players, or require a percentage of alive players. Also can display a HUD element to all players touching the trigger, showing the current number of players that are also touching it, out of the total requirement.
Keyvalues
- PlayerValue ([todo internal name (i)]) <integer>
- The number or percent of live players this trigger will use to compare with. Use value range of 0 - 100 for percentage.
- CountType ([todo internal name (i)]) <choices>
- How the trigger should count the players.
- 0 : Specific Number of players.
- 1 : Percentage of all living players.
- UseHud ([todo internal name (i)]) <choices>
- Use the HUD element for each player touching the trigger. (It will not display while the trigger is disabled)
BaseTrigger
- Filter Name (filtername) <filter>
- A filter entity to test potential activators against.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enableinput).
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Note:Filters can be used with this entity, however only players can use the special features of this entity.
Flags
BaseTrigger
- Everything (not including physics debris) : [64]
- Clients (Survivors, Special Infected, Tanks
 ) : [1]
- Only clients in vehicles : [32]
- Only clients *not* in vehicles : [512]
- Disallow Bots (removed since
) : [4096]
- NPCs (Common Infected, Witches
 ) : [2]
- 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 filters func_pushable.
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Warning:Only use the Client spawnflag for this entity.
Inputs
BaseTrigger
- Toggle
- Toggles this trigger between enabled and disabled states.
- Enable
- Enable trigger
- Disable
- Disable trigger
- TouchTest (in all games since
)
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base. (tested in: )
- StartTouch (in all games since
) !FGD
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- EndTouch (in all games since
) !FGD
- Behave as if !caller had just exited the trigger volume.
- DisableAndEndTouch (only in
 )
- Disables this trigger and calls EndTouch on all currently-touching entities.
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Outputs
- OnPlayersIn
- Fired when the player count passes the requirement.
- OnPlayersOut
- Fired when the player count drops below the requirement after reaching it.
BaseTrigger
- OnStartTouch
- !activator = entity that caused this output
!caller = this entity Fired when a valid entity starts touching this trigger.
- OnStartTouchAll
- !activator = entity that caused this output
!caller = this entity Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
- OnEndTouch
- !activator = entity that caused this output
!caller = this entity Fired when a valid entity stops touching this trigger.
Note:Will also fire for entities touching it when trigger is disabled via Disable input
Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning:OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay. Fix:Add a slight delay to OnEndTouch.
- OnEndTouchAll
- !activator = entity that caused this output
!caller = this entity Fired when all valid entities stop touching this trigger.
- OnTouching (in all games since
)
- !activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
- OnNotTouching (in all games since
)
- !activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.
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See also