Template:Base brush It is a volume that fires outputs when a specified type of entity enters or leaves it.
Keyvalues
- Delay Before Reset (wait)  <float>
- Delay in seconds before OnTrigger can fire again, 0 defaults to 0.2. If set to -1, it will kill itself when triggered (as trigger_once), which means outputs like OnEntireTeamStartTouch can never fire.
- Entire Team Number (entireteam)  <choices> (only in   ) )
- If the entire team is touching, fire OnEntireTeamStartTouch.
- 0 : None
- 2 : Survivor
- 3 : Infected
 
- Incapacitated players can trigger (allowincap)  <boolean> (only in   ) )
- Whether incapacitated players can trigger.
- Ghost players can trigger (allowghost)  <boolean> (only in   ) )
- Whether ghost survivors can trigger.
- Filter Name (filtername)  <filter>
- Name of filter entity to test against activators.
- Start Disabled (StartDisabled)  <boolean>
- Stay dormant until activated (with theEnableinput).
- Name (targetname)  <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.
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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Inputs
- TouchTest
- Tests if the trigger is being touched and fires an output based on whether the value is true or false.
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
- OnStartTouchAll
- Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered.
- OnEntireTeamStartTouch   (in all games since  ) )
- Fired when an entire team starts touching the trigger.
- OnEntireTeamEndTouch   (in all games since  ) )
- Fired when an entire team stops touching the 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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See also