Template:Hl2 brush
Entity description
A brush entity trigger that affects the motion of VPhysics objects that touch its volume. Optionally, it can also create a particle trail. A particle trail, when parented, takes the shape of a model or brush.
In code, it is represented by theCTriggerVPhysicsMotion
class, defined in thetriggers.cpp
file.
Keyvalues
- Start Disabled ([todo internal name (i)]) <boolean>
- Stay dormant until activated (probably with the Enable input).
- Filter Name ([todo internal name (i)]) <filter>
- Filter to use to see if activator triggers me. See filter_activator_name for more explanation.
- Scale gravity of objects in the field. ([todo internal name (i)]) <float>
- Multiply gravity inside the trigger by this amount. Negative values make gravity reversed.
- Additional air density for drag ([todo internal name (i)]) <float>
- Increases air drag. 1000 will produce a thick field of air like the ones seen in some places in the Citadel.
- Max velocity in field (0 disables) ([todo internal name (i)]) <float>
- Limits the maximum speed of an object moving through the trigger. If this is set to below an object's terminal velocity, the object will fall abnormally.
- Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables) ([todo internal name (i)]) <float>
- When an object is going faster than Max velocity in field, gradually reduce the speed of the object by this amount.
- Velocity scale/drag ([todo internal name (i)]) <float>
- Multiplier for velocity. Positive values above 1 will make objects go faster, potentially sending them flying. Negative values, or positive ones smaller than 1, will have effects similar to Additional air density for drag.
- Max angular velocity in field (degrees/s, 0 disables) ([todo internal name (i)]) <float>
- Limits how fast an object can spin inside the trigger.
- Angular Velocity scale/drag ([todo internal name (i)]) <float>
- Multiplier for spinning speeds. Negative values, or positive ones smaller than 1, will have effects similar to Max angular velocity in field.
- Linear force (0 disables) ([todo internal name (i)]) <float>
- Push objects with a certain amount of force.
- Direction of linear force (Pitch Yaw Roll (Y Z X)) ([todo internal name (i)]) <angle>
- The direction that Linear force will push in.
- Particle Trail Material ([todo internal name (i)]) <string>
- Name of a material to use for the particle trail, no name means no particle trail
- Particle Trail Lifetime ([todo internal name (i)]) <float>
- Lifetime of the particles to emit
- Particle Trail Starting Sprite Size ([todo internal name (i)]) <float>
- Starting size of the sprite to emit
- Particle Trail Ending Sprite Size ([todo internal name (i)]) <float>
- Ending size of the sprite to emit
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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- 4096 : Can move (through hierarchical attachment)
Inputs
- SetGravityScale <floatRedirectInput/float>
- Scale gravity of objects in the field.
- SetAdditionalAirDensity <floatRedirectInput/float>
- Additional air density for drag
- SetVelocityLimit <floatRedirectInput/float>
- Max velocity in field.
- SetVelocityLimitDelta <floatRedirectInput/float>
- Max amount to reduce velocity per second
- SetVelocityLimitTime <stringRedirectInput/string>
- Accepts two arguments: the first is the new velocity limit, the second is the time it takes to ramp to that value
- SetVelocityScale <floatRedirectInput/float>
- Velocity scale/drag
- SetAngVelocityLimit <floatRedirectInput/float>
- Max angular velocity in field.
- SetAngVelocityScale <floatRedirectInput/float>
- Angular Velocity scale/drag
- SetLinearForce <floatRedirectInput/float>
- Linear force (0 disables)
- Enable
- Enable the trigger.
- Disable
- Disable the trigger.
- Toggle
- Toggle enable/disable.
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
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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