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comp_trigger_p2_goo

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English (en)

comp_trigger_p2_goo is a internal point entity available in Portal 2: Community Edition Portal 2: Community Edition. It is a trigger that bundles together the typical functions of normal Portal 2 goo, such as killing the player, removing physics objects, and loading a desired save.

Keyvalues

Enable Fade (enablefade) <integer>
Use a player_loadsaved to fade out the view as the player falls/drowns. Otherwise, just kill the player with a trigger_hurt.
Fade Color - Preset (fadepreset) <color255>
Use a preset color for the fade.
Fade Color - Custom (fadecolor) <color255>
Specify your own fade color instead.
Fade Time (fadetime) <integer>
The number of seconds the fade takes to fully occur.
Physics Offset (phys_offset) <integer>
The distance below the hurt trigger to place the dissolving trigger. This ensures objects are hidden by the goo/fog before being destroyed.
Failsafe delay (failsafe_delay) <integer>
Delay after which non-cube entities will be killed
Physics Filter (dissolve_filter) <targetname>
Set to filter entity to prevent certain entities from dissolving.

BaseTrigger:

Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Name (targetname) <string>
The targetname that other entities refer to this entity by.

Flags


BaseTrigger:
  •  [1] : Clients (Survivors, Special Infected, Tanks Left 4 Dead series)
  •  [2] : NPCs (Common Infected, Witches Left 4 Dead series)
  •  [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 (removed since Left 4 Dead)

Inputs


BaseTrigger:
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 Multiplayer(Team Fortress 2))
Disables this trigger and calls EndTouch on all currently-touching entities.

StrataEngine:
Touch  (only in Strata Source Strata Source games)
Behaves as if !caller has touched the trigger volume


Outputs

BaseTrigger:

OnStartTouch
Fired when a valid entity starts touching this trigger. !activator is whatever touches the trigger.
Icon-Bug.pngBug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch.
Confirm:Is it a Multiplayer issue only?


OnStartTouchAll
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
Fired when a valid entity stops touching this trigger.
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances where both are fired on the same tick and each have the same delay.
Fix: Add a slight delay to OnEndTouch.
Icon-Bug.pngBug:Spamming crouch jump in a trigger can randomly fire OnEndTouch.
Confirm:Is it a Multiplayer issue only?
OnEndTouchAll
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
Fired if nothing is currently touching this trigger when TouchTest is fired.

See also