trigger_portal_button
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.
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.Contents
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.
|
Flags
Everything (not including physics debris) Clients (Survivors, Special Infected, Tanks ) : [32] : [512] : [4096] NPCs (Common Infected, Witches ) : [16] : [2048] Physics Objects (not including physics debris) : [1024]
|
Inputs
TouchTest
- Tests if the trigger is being touched and fires an output based on whether the value is true or false.
|
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.
Bug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch . Confirm:Is it a Multiplayer issue only? [todo tested in?]
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 where both are fired on the same tick and each have the same delay. Fix:Add a slight delay to OnEndTouch .Bug:Spamming crouch jump in a trigger can randomly fire OnEndTouch . Confirm:Is it a Multiplayer issue only? [todo tested in?]
|