Trigger upgrade laser sight

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Revision as of 20:39, 13 March 2011 by ThaiGrocer (talk | contribs) (Created page with '{{l4d2 point|trigger_hurt_ghost}} The entity gives laser sight upgrade to players within the volume. For instance, when the volume is disabled, players lose the laser sights give…')
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Template:L4d2 point The entity gives laser sight upgrade to players within the volume. For instance, when the volume is disabled, players lose the laser sights given.

Keyvalues

  • {| 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 |

Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

|}

Inputs

  • {| 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 |

Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Icon-Bug.pngBug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Half-Life 2)
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 MultiplayerTeam Fortress 2 branch)
Disables this trigger and calls EndTouch on all currently-touching entities.

|}

Outputs

  • TriggerOnce:
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)
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. (!activator is the toucher)
  • Trigger:
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 the last entity in the entity's area exits this trigger or when this entity is disabled. Only entities that passed this trigger's filters are considered. (!activator is the last exiting entity)


Flags

  • 1 : Applies to clients (players)
  • 2 : Applies to NPCs
  • 4 : Applies to pushables
  • 8 : Applies to physics objects
  • 16 : Applies to player ally NPCs
  • 32 : Applies to clients in vehicles
  • 64 : Applies to everything
  • 512 : Applies to clients not in vehicles
  • 1024 : Applies to physics debris
  • 2048 : Applies to NPCs in vehicles (Respects player ally flag)

See also