script_trigger_hurt
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This entity is not in the FGD by default.
It should not be put directly in a map because trigger_hurt already exists as a more accessible option.
It should not be put directly in a map because trigger_hurt already exists as a more accessible option.
Class hierarchy |
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CScriptTriggerHurt |
script_trigger_hurt
is a point entity available in Left 4 Dead 2. It's a trigger_hurt, readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to trigger_hurt is applicable to script_trigger_hurt. Since its a brush entity technically, using the keyvaluesmins
andmaxs
still works.
When compiling Entity Groups, trigger_hurt entities are converted to script_trigger_hurt.
Keyvalues
- 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
- Bounding Box Extents (extent) <vector>
- Controls each 'radius' of the bounding box. X is half the width, Y is half the height and Z is half the length.
- Origin (origin) <vector>
- Center of the bounding box specified by extent
- Angles (angles) <vector>
- Angles of the bounding box specified by extent
- Damage (damage) <integer>
- The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also Damage Model for extra details on how damage can be dealt. Use negative value to heal.
- Damage Cap (damagecap) <integer>
- Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag.
- Damage Type (damagetype) <choices>
- Literal values can be added together to stack effects
- 0: GENERIC
- 1: CRUSH
- 2: BULLET
- 4: SLASH
- 8: BURN
- 16: VEHICLE / (TRAIN )
- 32: FALL
- 64: BLAST
- 128: CLUB
- 256: SHOCK (Spawns particle with missing texture in )
- 512: SONIC
- 1024: ENERGYBEAM
- 16384: DROWN
- 32768: PARALYSE
- 65536: NERVEGAS / (SAWBLADE )
- 131072: POISON
- 262144: RADIATION
- 524288: DROWNRECOVER
- 1048576: ACID / (CRITICAL )
- 2097152: SLOWBURN
- 4194304: REMOVENORAGDOLL
- 16777216: FULLGIB (in )
Note:Some damage types are named incorrectly by default in base.fgd, instead using their GoldSource names.
VEHICLE
is namedFREEZE
ACID
is namedCHEMICAL
REMOVENORAGDOLL
is namedSLOWFREEZE
Tip: Team Fortress 2: Fancy damage effects such as decapitation, disintegration or ice/gold statues on death can be applied via VScript. See TakeDamageCustom function or the trigger example.
- Damage Model (damagemodel) <choices>
- How damage is dealt. Normal always does the specified amount of damage each half second. 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.
- 0 : Normal
- 1 : Doubling w/forgiveness
- Zero Damage Force (nodmgforce) <boolean>
- Should the damaged entity receive no physics force from this trigger.
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Flags
Everything (not including physics debris) : [64] Clients (Survivors, Special Infected, Tanks ) : [1]
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Inputs
- SetDamage <float>
- Set a new amount of damage for this trigger.
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Outputs
- OnHurt
- Fired whenever this trigger hurts something other than a player.
- OnHurtPlayer
- Fired whenever this trigger hurts a player.
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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