trigger_rd_vault_trigger
trigger_rd_vault_trigger
is a brush entity available in Team Fortress 2.
Entity Description
The trigger zone responsible for adding powercores to a stolen core.
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Parentname:
- Parent
(parentname)
<targetname> - Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
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TeamNum:
- Initial Team
(TeamNum)
<choices> - Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls
- 2: RED
- 3: BLU/Robots
- 5: Halloween Bosses (only in ) !FGD
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]
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Inputs
Parentname:
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
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Outputs
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?]
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