Difference between revisions of "Trigger hurt"

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m (Flag numbers)
m (Flags)
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*512 : Applies to clients '''not''' in vehicles
*512 : Applies to clients '''not''' in vehicles
*1024 : Applies to physics debris
*1024 : Applies to physics debris
*2048 : Applies to NPCs in Vehicles (Respects player ally flag)
*2048 : Applies to NPCs in vehicles (Respects player ally flag)

Revision as of 04:46, 22 May 2010

Template:WrongtitleThis is a brush entity available in all Source games.

Entity Description

A trigger volume that damages entities that touch it.

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


  • TriggerOnce:

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


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:Try to avoid expensive operations in this function, as it may cause performance problems.


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.
Warning: If a trigger does not start out with a parent but rather is assigned one dynamically, choose another entity and add it here as a dummy. Otherwise the trigger will stop colliding properly when it gets its real parent.
Warning: In <Counter-Strike: Source>, parenting this entity to another can break your map.


Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).


Global Entity Name <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.
  • damage
<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.
  • damagecap
<integer> Maximum damage dealt per second. This field is only used if you set damagemodel
Literal Value Description
128 CLUB
16384 DROWN
131072 POISON
1048576 CHEMICAL
2097152 SLOWBURN
  • 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.


  • 1 : Applies to clients (players)
  • 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)


  • Trigger:

TouchTest  (New with Half-Life 2: Episode Two / Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch  (New with Half-Life 2: Episode Two / Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (New with Half-Life 2: Episode Two / Source 2007) !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.


Toggles this trigger between enabled and disabled states.


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


Removes this entity and any entities parented to it from the world.
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
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.
Removes this entity from the the movement hierarchy, leaving it free to move independently.
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>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
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.
DispatchEffect <string> (removed in <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.
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.
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:  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: 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.
  • SetDamage <float>
Set a new amount of damage for this trigger.


  • Trigger:

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: This includes entities which are deleted while inside the trigger. In this case activator will be invalid.

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  (New with Half-Life 2: Episode Two / Source 2007)
OnNotTouching  (New with Half-Life 2: Episode Two / Source 2007)
Fired when the TouchTest input is called.


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


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 the Left 4 Dead series)
This output fires when the entity is killed and removed from the game.
  • OnHurt
Fired whenever this trigger hurts something other than a player.
  • OnHurtPlayer
Fired whenever this trigger hurts a player.