Difference between revisions of "Trigger ignite"
Latest revision as of 17:28, 6 May 2021
Ignite the player and burn the player over time.
- Entity Scripts
- 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
- 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.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Start Disabled
- Start disabled.
- Global Entity Name
- 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.
- spawn flags
- Filter Name
- Filter to use to see if activator triggers me. See filter_activator_name for more explanation.
- Burn duration
- Duration of the after burn effect on the player after leaving the trigger. The burn duration is capped at a max of 10 seconds, anything higher will simply act as if it was set to 10 seconds.
- Damage(%) per second
- Damage per second while inside the trigger.
- Ignite particle name
- Name of the particle that plays when player first touch the trigger. This particle does not render for the client, but it will render if any other player is ignited by the trigger.
- Ignite sound name
- Name of the sound script that plays when player first touch the trigger.
- Removes this entity from the world.
- Removes this entity and its children from the world. Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- 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.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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 , 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.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.
- Enable/disable this entity from performing its task. It might also disappear from view.
- Toggle the enabled/disabled status of this entity.
- Changes the entity's parent in the movement hierarchy.
- Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
- Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Disables this trigger and calls EndTouch on all currently-touching entities.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.
- Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire.
- Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered.
- Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire.
- Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered.