This entity is 
not in the  
FGD by default.
It should not be put directly in a map because it is generated automatically in code and crashes the game if placed directly.trigger_portal_button  is a   point entity  available in  Portal series. It is the actual trigger used by a prop_floor_button, prop_floor_cube_button, or prop_floor_ball_button to detect objects. When placed in a map directly, the game will crash as the entity keeps a reference to the button it is tied to, which can only be set through code. A trigger_multiple should be used instead as it functions almost identically.
 Portal series. It is the actual trigger used by a prop_floor_button, prop_floor_cube_button, or prop_floor_ball_button to detect objects. When placed in a map directly, the game will crash as the entity keeps a reference to the button it is tied to, which can only be set through code. A trigger_multiple should be used instead as it functions almost identically.
 Tip:The auto-generated triggers use their oriented bounding box as the detection area, so the
Tip:The auto-generated triggers use their oriented bounding box as the detection area, so the SetSize() VScript function can be used to resize the trigger.Keyvalues
- Delay Before Reset ([todo internal name (i)])  <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.
BaseTrigger
| Filter Name (filtername)  <filter>A filter entity to test potential activators against.
 Start Disabled (StartDisabled)  <boolean>Stay dormant until activated (with theEnableinput).
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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
- 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.
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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