Trigger hurt
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Entity Description
A trigger volume that damages entities that touch it.
For a list on how different damage types will affect the player, see here.
Keyvalues
- Master (Obsolete) ([todo internal name (i)]) <string>
- Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
- Damage ([todo internal name (i)]) <integer>
- The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also Damage Model for extra details on how damage can be dealt. Use negative value to heal.
- Damage Cap ([todo internal name (i)]) <integer>
- Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag.
- Damage Type ([todo internal name (i)]) <choices>
- Literal values can be added together to stack effects
- 0 : GENERIC
- 1 : CRUSH
- 2 : BULLET
- 4 : SLASH
- 8 : BURN
- 16 : FREEZE
- 32 : FALL
- 64 : BLAST
- 128 : CLUB
- 256 : SHOCK
- 512 : SONIC
- 1024 : ENERGYBEAM
- 16384 : DROWN
- 32768 : PARALYSE
- 65536 : NERVEGAS
- 131072 : POISON
- 262144 : RADIATION
- 524288 : DROWNRECOVER
- 1048576 : CHEMICAL
- 2097152 : SLOWBURN
- 4194304 : SLOWFREEZE
- Damage Model ([todo internal name (i)]) <choices>
- How damage is dealt. Normal always does the specified amount of damage each half second. Doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch.
- 0 : Normal
- 1 : Doubling w/forgiveness
- Zero Damage Force ([todo internal name (i)]) <boolean>
- Should the damaged entity receive no physics force from this trigger.
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- 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
Flags
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Inputs
- SetDamage <float >
- Set a new amount of damage for this trigger.
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Outputs
- OnHurt
- Fired whenever this trigger hurts something other than a player.
- OnHurtPlayer
- Fired whenever this trigger hurts a player.
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