Difference between revisions of "Trigger coop"

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{{wrongtitle|title=trigger_coop}}
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{{DISPLAYTITLE:trigger_coop}}
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[[File:Synergy trigger coop hud.jpg|thumb|right|350px|trigger_coop's HUD element showing that 3 players are currently touching the trigger, and 1 more is required to fire '''OnPlayersIn''' output.]]
 
{{Synergy}} '''trigger_coop''' is a [[brush entity]] available in [[Synergy]]. It keeps track of the number of players touching it.
 
{{Synergy}} '''trigger_coop''' is a [[brush entity]] available in [[Synergy]]. It keeps track of the number of players touching it.
 
{{note|This entity is specifically designed for detecting players. Otherwise use [[trigger_multiple]] for other entities.}}
 
{{note|This entity is specifically designed for detecting players. Otherwise use [[trigger_multiple]] for other entities.}}
[[File:Synergy trigger coop hud.jpg|thumb|right|350px|trigger_coop's HUD element displaying 3 players are currently touching the trigger and 1 more is required to fire '''OnPlayersIn''' output.]]
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==Entity description==
 
==Entity description==
 
Entity that counts the number players touching it and fires '''OnPlayersIn''' output when the number passes the set threshold. It can be set to require a specific number of players, or  require a percentage of '''alive''' players. Also can display a [[HUD]] element to all players touching the trigger, showing the current number of players that are also touching it, out of the total requirement.
 
Entity that counts the number players touching it and fires '''OnPlayersIn''' output when the number passes the set threshold. It can be set to require a specific number of players, or  require a percentage of '''alive''' players. Also can display a [[HUD]] element to all players touching the trigger, showing the current number of players that are also touching it, out of the total requirement.
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==See also==
 
==See also==
*[[Synergy_Entities]]
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*[[Synergy_Entities|Synergy Entity List]]

Revision as of 19:25, 10 November 2011

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

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

Note.png Note: This entity is specifically designed for detecting players. Otherwise use trigger_multiple for other entities.

Entity description

Entity that counts the number players touching it and fires OnPlayersIn output when the number passes the set threshold. It can be set to require a specific number of players, or require a percentage of alive players. Also can display a HUD element to all players touching the trigger, showing the current number of players that are also touching it, out of the total requirement.

Keyvalues

PlayerValue <integer>
The number or percent of live players this trigger will use to compare with. Use value range of 0 - 100 for percentage.
CountType <choices>
How the trigger should count the players.
  • 0 : Specific Number of players.
  • 1 : Percentage of all living players.
UseHud <choices>
Use the HUD element for each player touching the trigger. (It will not display while the trigger is disabled)
  • 0 : No
  • 1 : Yes

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).


Note.png Note: Filters can be used with this entity, however only players can use the special features of this entity.

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]
Warning.png Warning: Only use the Client spawnflag for this entity.

Inputs

Trigger:

TouchTest  (in all games since Half-Life 2: Episode TwoHalf-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 TwoHalf-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 TwoHalf-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:

AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
Syntax:

ClearContext <string>
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
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.
RemoveContext
Remove a context from this entity's list. The name should match the key of an existing context.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since Left 4 Dead.
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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix: Remove the string argument 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

OnPlayersIn
Fired when the player count passes the requirement.
OnPlayersOut
Fired when the player count drops below the requirement after reaching it.

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 TwoHalf-Life 2: Episode Two)
OnNotTouching  (in all games since Half-Life 2: Episode TwoHalf-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.

See also