Template:Base brush Template:Wrongtitle It is a 'trigger' volume that can fire multiple times. A trigger uses outputs to activate events in other entities.
See also
Keyvalues
- Delay Before Reset <int>
- Amount of time, in seconds, after the trigger_multiple has triggered before it can be triggered again. Use a trigger_once instead of -1.
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- Which team must entirely touch it to fire an OnEntireTeamStartTouch Output.
- 0: None
- 2: Survivors
- 3: Infected
 
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- Whether ghost players can trigger it.
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- Whether incapacitated survivors can trigger it.
BaseTrigger
| Filter Name (filtername)  <filter>A filter entity to test potential activators against.
 Start Disabled (StartDisabled)  <boolean>Stay dormant until activated (with theEnableinput).
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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
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- Everything (not including physics debris) : [64]
- Clients (Survivors, Special Infected, Tanks   ) : [1] ) : [1]
- Only clients in vehicles : [32]
- Only clients *not* in vehicles : [512]
- Disallow Bots (removed since  ) : [4096] ) : [4096]
- NPCs (Common Infected, Witches   ) : [2] ) : [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 filtersfunc_pushable.
|}
Inputs
BaseTrigger
| ToggleToggles this trigger between enabled and disabled states.
 EnableEnable trigger
 DisableDisable 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  ) !FGDBehave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
 EndTouch   (in all games since  ) !FGDBehave 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
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- Fired when all members of a team start touching this trigger.
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
 OnStartTouchwill 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 Disableinput Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid. Warning: OnEndTouchcan fire beforeOnStartTouchunder 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 entityFired if something is currently touching this trigger when
 TouchTestis fired.
 OnNotTouching   (in all games since  )!activator = !caller = this entityFired if nothing is currently touching this trigger when
 TouchTestis fired.
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