Difference between revisions of "Trigger hurt"

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{{wrongtitle|title=trigger_hurt}}
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{{base brush|trigger_hurt}} It is a [[trigger]] volume that damages [[entity|entities]] that touch it.
{{base_brush}}{{immobile npc}}
 
==Entity Description==
 
A [[trigger]] [[brush entity|volume]] that damages [[entity|entities]] that touch it.
 
 
 
{{sensor_brush}}
 
 
 
For a list on how different damage types will affect the player, see [[Damage_Types|here]].
 
  
 +
For a list on how different damage types will affect the player, see [[Damage_types|here]].
 +
{{note|Some damage types like '''Generic''' only deal 50% damage, others like '''Fall''' deal 100% damage. This might differ in various games.}}
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{{note|{{csgo}} In its enabled state the entity blocks all navigation mesh areas which touch it, located inside the brush or at a distance 72 units or less, even if the damage is negative. Blocked areas are marked in blue color.}}
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<onlyinclude>
 
==Keyvalues==
 
==Keyvalues==
* {{KV Trigger}}
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{{KV|Master (Obsolete)|string|Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.}}
* '''damage'''
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{{KV|Damage|integer|The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also '''Damage Model''' for extra details on how damage can be dealt. Use '''negative''' value to heal.}}
: <integer> The amount of damage done to entities that touch this trigger every second on the "Normal" difficulty setting. (Half of this damage is done every half-second.) See also '''damagemodel''' for extra details on how damage can be dealt. Use '''negative''' value to heal.
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{{KV|Damage Cap|integer|Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag.}}
* '''damagecap'''
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{{KV|[[Damage types|Damage Type]]|choices|Literal values can be added together to stack effects}}
: <integer> Maximum damage dealt per second. This field is only used if you set '''damagemodel'''
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{{damage type}}
* '''[[Damage Types|damagetype]]'''
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{{KV|Damage Model|choices|How damage is dealt. Normal always does the specified amount of damage each half second. Doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch.}}
: <choices>
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:* 0 : Normal
:{| class=standard-table
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:* 1 : Doubling w/forgiveness
! Literal Value || Description
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{{KV|Zero Damage Force|boolean|Should the damaged entity receive no physics force from this trigger.}}
|-
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{{KV Trigger}}
| 0 || GENERIC
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{{KV Targetname}}
|-
 
| 1 || CRUSH
 
|-
 
| 2 || BULLET
 
|-
 
| 4 || SLASH
 
|-
 
| 8 || BURN
 
|-
 
| 16 || FREEZE
 
|-
 
| 32 || FALL
 
|-
 
| 64 || BLAST
 
|-
 
| 128 || CLUB
 
|-
 
| 256 || SHOCK
 
|-
 
| 512 || SONIC
 
|-
 
| 1024 || ENERGYBEAM
 
|-
 
| 16384 || DROWN
 
|-
 
| 32768 || PARALYSE
 
|-
 
| 65536 || NERVEGAS
 
|-
 
| 131072 || POISON
 
|-
 
| 262144 || RADIATION
 
|-
 
| 524288 || DROWNRECOVER
 
|-
 
| 1048576 || CHEMICAL
 
|-
 
| 2097152 || SLOWBURN
 
|-
 
| 4194304 || SLOWFREEZE
 
|}
 
* '''damagemodel'''
 
: {{boolean}} How damage is dealt. If set, doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch. If not set, always does the specified amount of damage each half second.
 
  
 
==Flags==
 
==Flags==
*1 : Applies to clients (players)
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{{Fl Trigger}}
*2 : Applies to NPCs
 
*4 : Applies to pushables
 
*8 : Applies to physics objects
 
*16 : Applies to player ally NPCs
 
*32 : Applies to clients in vehicles
 
*64 : Applies to everything
 
*512 : Applies to clients '''not''' in vehicles
 
*1024 : Applies to physics debris
 
*2048 : Applies to NPCs in Vehicles (Respects player ally flag)
 
  
 
==Inputs==
 
==Inputs==
* {{I Trigger}}
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{{IO|SetDamage|Set a new amount of damage for this trigger.|param=float}}
* '''SetDamage <float>'''
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{{I Trigger}}
: Set a new amount of damage for this trigger.
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{{I Targetname}}
  
 
==Outputs==
 
==Outputs==
* {{O Trigger}}
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{{IO|OnHurt|Fired whenever this trigger hurts something other than a player.}}
* '''OnHurt'''
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{{IO|OnHurtPlayer|Fired whenever this trigger hurts a player.}}
: Fired whenever this trigger hurts something other than a player.
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{{O Trigger}}
* '''OnHurtPlayer'''
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{{O Targetname}}
: Fired whenever this trigger hurts a player.
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</onlyinclude>
 +
 
 +
{{sensor brush}}

Latest revision as of 09:46, 23 October 2020

trigger_hurt is a brush entity available in all Source games. It is a trigger volume that damages entities that touch it.

For a list on how different damage types will affect the player, see here.

Note.png Note: Some damage types like Generic only deal 50% damage, others like Fall deal 100% damage. This might differ in various games.
Note.png Note: Counter-Strike: Global Offensive In its enabled state the entity blocks all navigation mesh areas which touch it, located inside the brush or at a distance 72 units or less, even if the damage is negative. Blocked areas are marked in blue color.

Keyvalues

Master (Obsolete) <string>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
Damage <integer>
The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also Damage Model for extra details on how damage can be dealt. Use negative value to heal.
Damage Cap <integer>
Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag.
Damage Type <choices>
Literal values can be added together to stack effects
  • 0: GENERIC
  • 1: CRUSH
  • 2: BULLET
  • 4: SLASH
  • 8: BURN
  • 16: VEHICLE
  • 16: TRAIN <Team Fortress 2>
  • 32: FALL
  • 64: BLAST
  • 128: CLUB
  • 256: SHOCK
  • 512: SONIC
  • 1024: ENERGYBEAM
  • 16384: DROWN
  • 32768: PARALYSE
  • 65536: NERVEGAS
  • 65536: SAWBLADE <Team Fortress 2>
  • 131072: POISON
  • 262144: RADIATION
  • 524288: DROWNRECOVER
  • 1048576: ACID
  • 1048576: CRITICAL <Team Fortress 2>
  • 2097152: SLOWBURN
  • 4194304: REMOVENORAGDOLL
Note.png Note: Some damage types are named incorrectly by default in base.fgd, instead using their GoldSource names.
  • VEHICLE is named FREEZE
  • ACID is named CHEMICAL
  • REMOVENORAGDOLL is named SLOWFREEZE


Damage Model <choices>
How damage is dealt. Normal always does the specified amount of damage each half second. Doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch.
  • 0 : Normal
  • 1 : Doubling w/forgiveness
Zero Damage Force <boolean>
Should the damaged entity receive no physics force from this trigger.

TriggerOnce:

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

Brush:

Minimum Bounding Box Size (mins) <vector> !FGD
Starting at the brush's origin, mark the maximum bounding box's corner as this far away. Requiresmaxsif used so the other side of the box isn't empty.
Maximum Bounding Box Size (maxs) <vector> !FGD
Starting at the brush's origin, mark the minimum bounding box's corner as this far away. Requiresminsif used so the other side of the 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. Then, apply the result to themaxskey, and invert the number (Multiply / Divide by -1) and apply it 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 refer to this entity by.
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. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
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: While this can override positions of where some entities spawn at, Hammer does not move the entities accordingly.
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. Can also be filtered for or against.
Classname (classname) <string> !FGD
The classname defines the type of entity. Classnames can be changed usingAddOutputinput, which may influence how the engine deals with the entity in certain circumstances.
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 Hammer ID, which is auto-generated on map compiles. Mainly used by plugins and debugging commands, such as theent_keyvaluecommand. Run-time spawned entities aren't assigned a Hammer ID.


EnableDisable:

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

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

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

SetDamage <float>
Set a new amount of damage for this trigger.

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.


Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
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

OnHurt
Fired whenever this trigger hurts something other than a player.
OnHurtPlayer
Fired whenever this trigger hurts a player.

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 whenever the trigger is activated. (activator is the activator)

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.

Targetname:

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.