Trigger brush

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Revision as of 19:58, 19 January 2009 by VDCBot (talk | contribs) (Robot: fixing template case.)
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Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

Entity Description

FGD Code

@SolidClass base(Targetname, Parentname, Global, EnableDisable) = trigger_brush
[
	spawnflags(flags) =
	[
		2: "Ignore player +USE" : 0
	]
	InputFilter(choices) : "Input Filter" : 0 : "Used to specify which inputs this entity will accept." =
	[
		0 : "Allow Everything"
		22 : "Touch/Untouch: Players"
		20 : "Touch/Untouch: Players & NPCs"
		16 : "Touch/Untouch: Players, NPCs, Pushables"
		18 : "Touch/Untouch: Players & Pushables"
		21 : "Touch/Untouch: NPCs"
		17 : "Touch/Untouch: NPCs & Pushables"
		19 : "Touch/Untouch: Pushables"
		6 : "Touch/Untouch & Use: Players"
		2 : "Touch/Untouch & Use: Players & Pushables"
		4 : "Touch/Untouch & Use: Players & NPCs: "
		5 : "Touch/Untouch & Use: NPCs"
		1 : "Touch/Untouch & Use: NPCs & Pushables"
		3 : "Touch/Untouch & Use: Pushables"
		14 : "Use: Players"
		12 : "Use: Players & NPCs"
		8 : "Use: Players, NPCs, & Pushables"
		10 : "Use: Players & Pushables"
		13 : "Use: NPCs"
		9 : "Use: NPCs & Pushables"
		11 : "Use: Pushables"
	]
	input Use(void) : "Use"
	output OnUse(void) : "On use"
	output OnStartTouch(void) :	"Fired when an entity starts touching this trigger. " +
					"The touching entity must pass this trigger's filters " +
					"to cause this output to fire."
	output OnEndTouch(void) :	"Fired when an entity stops touching this trigger. " +
					"The touching entity must pass this trigger's filters " +
					"to cause this output to fire."
	output OnEndTouchAll(void) :	"Fires when an entity stops touching this trigger, " +
					"and no other entities are touching it. Only entities " +
					"that passed this trigger's filters are considered."
]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
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.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
  • InputFilter
Used to specify which inputs this entity will accept.
Literal Value Description
0 Allow Everything
22 Touch/Untouch: Players
20 Touch/Untouch: Players & NPCs
16 Touch/Untouch: Players, NPCs, Pushables
18 Touch/Untouch: Players & Pushables
21 Touch/Untouch: NPCs
17 Touch/Untouch: NPCs & Pushables
19 Touch/Untouch: Pushables
6 Touch/Untouch & Use: Players
2 Touch/Untouch & Use: Players & Pushables
4 Touch/Untouch & Use: Players & NPCs
5 Touch/Untouch & Use: NPCs
1 Touch/Untouch & Use: NPCs & Pushables
3 Touch/Untouch & Use: Pushables
14 Use: Players
12 Use: Players & NPCs
8 Use: Players, NPCs, & Pushables
10 Use: Players & Pushables
13 Use: NPCs
9 Use: NPCs & Pushables
11 Use: Pushables

Flags

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • EnableDisable:
Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
  • Use

Outputs

(!activator is the activator)
  • OnStartTouch
Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire. (!activator is the toucher)
  • 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 an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered. (!activator is the last exiting entity)