func_croc

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Revision as of 11:10, 26 March 2023 by Ryo (talk | contribs) (Created page with "{{lang|title=func_croc|func_croc}} thumb|Cocodrilos en cp_mercenarypark. {{tf2 brush|func_croc}} ==Descripción de la entidad== Esta entidad es una v...")
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Cocodrilos en cp_mercenarypark.

Template:Tf2 brush

Descripción de la entidad

Esta entidad es una variante de trigger_hurt pero con cocodrilos. Cuando un jugador muere por esta entidad, se mostrará un cocodrilo saliendo de la superficie para morderle.

Valores clave

TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD


Note.pngNota:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
BaseTrigger
Filter Name (filtername) <filter(en)>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean(en)>
Stay dormant until activated (with theEnableinput).

Entradas

Note.pngNota:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
BaseTrigger
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (en todos juegos desde Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Icon-Bug.pngError:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Half-Life 2)
StartTouch  (en todos juegos desde Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (en todos juegos desde 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.

Salidas

OnEat
Cuando la entidad mata a un jugador.
OnEatRed
Cuando la entidad mata a un jugador RED.
OnEatBlue
Cuando la entidad mata a un jugador BLU.
Note.pngNota:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
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.pngNota:Will also fire for entities touching it when trigger is disabled via Disable input
Warning.pngAviso:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngAviso:OnEndTouch can fire before OnStartTouch under certain circumstances[Cómo?] where both are fired on the same tick and each have the same delay.
Note.pngCorrección: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  (en todos juegos desde Source 2007)
!activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (en todos juegos desde Source 2007)
!activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.