script_trigger_multiple

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Info.png
This entity is not in the FGD by default .
It should not be put directly in a map.
class hierarchy
CScriptTriggerMultiple
CTriggerMultiple
CBaseTrigger
CBaseToggle
CBaseEntity

script_trigger_multiple is a point entity available in Left 4 Dead 2 Left 4 Dead 2. It's a trigger_multiple, readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to trigger_multiple is applicable to script_trigger_multiple.

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
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
Delay Before Reset (wait) <float>
Delay in seconds before OnTrigger can fire again, 0 defaults to 0.2. If set to -1, it will kill itself when triggered (as trigger_once), which means outputs like OnEntireTeamStartTouch can never fire.
Entire Team Number (entireteam) <choices> (only in Left 4 Dead series)
If the entire team is touching, fire OnEntireTeamStartTouch.
  • 0 : None
  • 2 : Survivor
  • 3 : Infected
Incapacitated players can trigger (allowincap) <boolean> (only in Left 4 Dead series)
Whether incapacitated players can trigger.
Ghost players can trigger (allowghost) <boolean> (only in Left 4 Dead series)
Whether ghost survivors can trigger.

BaseTrigger:

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


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

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.


Outputs

OnEntireTeamStartTouch  (in all games since Left 4 Dead)
Fired when an entire team starts touching the trigger.
OnEntireTeamEndTouch  (in all games since Left 4 Dead)
Fired when an entire team stops touching the trigger.
OnTrigger
Fired repeatedly with a delay while an entity is within this trigger's volume. Delay is defined by Delay Before Reset key.

BaseTrigger:

OnStartTouch
Fired when a valid entity starts touching this trigger. !activator is whatever touches the trigger.
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.
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