trigger_multiple  is an   e2  available in all 
 Source games. It is a volume that fires outputs when a specified type of entity enters or leaves it.
Keyvalues
- Name (targetname)  <string>[ Edit ]
 
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentname or target).
Also displayed in Hammer's 2D views and Entity Report.  
- 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.
 
BaseTrigger
- Filter Name (filtername)  <filter>
 
- A filter entity to test potential activators against.
  
- Start Disabled (StartDisabled)  <boolean>
 
- Stay dormant until activated (with the
Enableinput).  
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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
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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StrataEngine:
Outputs
- 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.
 
- OnTrigger
 
- Fired repeatedly with a delay while an entity is within this trigger's volume. Delay is defined by Delay Before Reset key.
 
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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See also