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)
  
 
==Inputs==
 
==Inputs==

Revision as of 21:46, 21 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.

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).


  • 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
<choices>
Literal Value Description
0 GENERIC
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

  • 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)

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.


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

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