trigger_coop

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trigger_coop's HUD element showing that 3 players are currently touching the trigger, and 1 more is required to fire OnPlayersIn output.

trigger_coop is a brush entity available in Synergy Synergy. It keeps track of the number of players touching it.

Note.pngNote:This entity is specifically designed for detecting players. Use trigger_multiple for other entities.

Entity description

A brush entity that counts the number players touching it and fires OnPlayersIn output when the number of players passes the set threshold. It can be set to require a specific number of players, or require a percentage of living players. A HUD element can be shown to all players touching the trigger; displaying the current number of players that are also touching it, out of the total requirement.

Keyvalues

PlayerValue ([todo internal name (i)]) <integer>
The number or percent of living players this trigger will use to compare with. Use value range of 0 - 100 for percentage.
CountType ([todo internal name (i)]) <choices>
How the trigger should count the players.
  • 0 : Specific Number of players.
  • 1 : Percentage of all living players.
UseHud ([todo internal name (i)]) <choices>
Use the HUD element for each player touching the trigger. (It will not display while the trigger is disabled)
  • 0 : No
  • 1 : Yes
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Note.pngNote:Filters can be used with this entity, however only players can use the special features of this entity.

Flags

BaseTrigger

Everything (not including physics debris) : [64]

Clients (Survivors, Special Infected, Tanks Left 4 Dead series) : [1]

Only clients in vehicles : [32]
Only clients *not* in vehicles : [512]
Disallow Bots (removed since Left 4 Dead) : [4096]

NPCs (Common Infected, Witches Left 4 Dead series) : [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] Obsolete

Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable.
Warning.pngWarning:Only use the Client spawnflag for this entity.

Inputs

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.
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 Team Fortress 2Source 2013 Multiplayer)
Disables this trigger and calls EndTouch on all currently-touching entities.

Outputs

OnPlayersIn
Fired when the player count passes the requirement.
OnPlayersOut
Fired when the player count drops below the requirement after reaching it.
BaseTrigger
OnStartTouch
Fired when a valid entity starts touching this trigger. !activator is whatever touches the trigger.
Icon-Bug.pngBug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch.
Confirm:Is it a Multiplayer issue only?
  [todo tested in?]


OnStartTouchAll
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
Fired when a valid entity stops touching this trigger.
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
Icon-Bug.pngBug:Spamming crouch jump in a trigger can randomly fire OnEndTouch.
Confirm:Is it a Multiplayer issue only?
  [todo tested in?]
OnEndTouchAll
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
Fired if nothing is currently touching this trigger when TouchTest is fired.

See also