Difference between revisions of "Trigger auto crouch"

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m (also found in csgo)
(Doesn't do anything in CS:GO)
 
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{{base brush|trigger_auto_crouch|since=Left 4 Dead}} It allows players touching the trigger to auto-crouch.  
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{{base brush|trigger_auto_crouch|since=Left 4 Dead}} It allows players touching the trigger to auto-crouch.
 +
{{Bug|Non-functional in {{csgo}}.}}
  
 
== Keyvalues ==
 
== Keyvalues ==

Latest revision as of 00:19, 8 May 2021

trigger_auto_crouch is a brush entity available in all Source games since <Left 4 Dead> Left 4 Dead. It allows players touching the trigger to auto-crouch.

Bug.png Bug: Non-functional in Counter-Strike: Global Offensive.

Keyvalues

TriggerOnce:

Filter Name <filter>
A filter entity to test potential activators against.

Brush:

Minimum Bounding Box Size (mins) <vector> !FGD
Maximum Bounding Box Size (maxs) <vector> !FGD
Starting at the brush's origin, mark a bounding box's corner as this far away. Both are required at the same time so one side of the bounding box isn't empty.
Note.png Note: To translate a brush's size in Hammer to these keys, first divide the size value shown in Hammer by 2. Apply the result to themaxskey, then apply the inverted variant (multiply / divide by -1) for theminskey.
Note.png Note: If collisions is already set, it must be set back to Bounding Box (solid 2).
Collisions (solid) <choices>
Method of collision for this entity.
Model Index (modelindex) <short> !FGD
Given the number index from dumping thecl_precacheinfo modelprecachetable, sets entity model to of the index.
Warning.png Warning: If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.

Base:

Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.png Tip: Entities transition to the next map with their parents
Tip.png Tip: phys_constraintcan be used as a workaround if parenting fails.
Global Entity Name (globalname) <string>
When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png Note: Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
Tip.png Tip: Can also be filtered for or against!
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.png Tip: Changing classnames using theAddOutputinput can still influence the game's code, like making the classname match one element in the S_PreserveEnts list will make the entity persists on new rounds!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like theent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.


EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Flags

TriggerOnce:

  •  [1] : Clients
  •  [2] : NPCs
  •  [4] : Pushables
  •  [8] : Physics Objects
  •  [16] : Only player ally NPCs
  •  [32] : Only clients in vehicles
  •  [64] : Everything (not including physics debris)
  •  [512] : Only clients *not* in vehicles
  •  [1024] : Physics debris
  •  [2048] : Only NPCs in vehicles (respects player ally flag)
  •  [4096] : Disallow Bots
  •  [4096] : Correctly account for object mass (trigger_push used to assume 100Kg) and multiple component physics objects (car, blob...) (in all games since <Alien Swarm>)
Note.png Note: In <Garry's Mod>, flag 4096 is "Correctly account for object mass" for trigger_push only.[confirm]

Inputs

Trigger:

TouchTest  (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch  (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>) !FGD
Behave as if the !caller entity had just exited the trigger volume.
DisableAndEndTouch  (only in <Team Fortress 2>)
Disables this trigger and calls EndTouch on all currently-touching entities.

TriggerOnce:

Toggle
Toggles this trigger between enabled and disabled states.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Base:

AddOutput <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
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.
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
DispatchEffect <string> (removed since <Left 4 Dead>) !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug:  In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.


Outputs

Trigger:

OnEndTouch
Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire. (activator is the exiting entity)
Warning.png Warning: This includes entities which are deleted while inside the trigger. In this case activator will be invalid.
OnEndTouchAll
Fires when the last entity in the entity's area exits this trigger or when this entity is disabled. Only entities that passed this trigger's filters are considered. (activator is the last exiting entity)
OnTouching  (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
OnNotTouching  (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
Fired when the TouchTest input is called.

TriggerOnce:

OnStartTouch
Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire. (activator is the toucher)
OnTrigger
Fired repeatedly with a delay when an entity is in this trigger's volume. Delay is defined by Delay Before Reset key.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead> <Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.