comp_trigger_p2_goo
comp_trigger_p2_goo
is an internal point entity available in 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.
Contents
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.
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- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
Everything (not including physics debris) Clients (Survivors, Special Infected, Tanks ) : [32] : [512] : [4096] NPCs (Common Infected, Witches ) : [16] : [2048] Physics Objects (not including physics debris) : [1024]
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Inputs
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StrataEngine:
Touch
(only in Strata Source games)- Behaves as if
!caller
has touched the trigger volume
Outputs
Bug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch . Confirm:Is it a Multiplayer issue only? [todo tested in?]
Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning:
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 .Bug:Spamming crouch jump in a trigger can randomly fire OnEndTouch . Confirm:Is it a Multiplayer issue only? [todo tested in?]
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