ship_trigger_room
		
		
		
		
		
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ship_trigger_room  is an   entity  available in  The Ship: Murder Party. It links locations with rooms.
 The Ship: Murder Party. It links locations with rooms.
Keyvalues
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |
- Filter Name (filtername) <filter>
- A filter entity to test potential activators against.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with theEnableinput).
|}
- NeedEventOnTouch <choices>
- Need Event On Enter. The need event ID of the need event to trigger when entering this ship room. Pick only events that modify the background tickup.
- Literal Value - Description - None - None - NEED_ID_BOREDOM_BOOK - Boredom: Book - NEED_ID_BOREDOM_DANCEFLOOR - Boredom: Dance Floor - NEED_ID_BOREDOM_DANCING_SOLO - Boredom: Dancing Solo - NEED_ID_BOREDOM_DISCO_BISCUITS - Boredom: Disco Biscuits - NEED_ID_BOREDOM_DOWNERS - Boredom: Downers - NEED_ID_BOREDOM_GAMEBOY - Boredom: Gameboy - NEED_ID_BOREDOM_HOT_TUB - Boredom: Hot Tub - NEED_ID_BOREDOM_MAGAZINE - Boredom: Magazine - NEED_ID_BOREDOM_SAUNA - Boredom: Sauna - NEED_ID_BOREDOM_SWIMMING_POOL - Boredom: Swimming Pool 
- NeedEventOnEndTouch
- <choices> Need Event On End Touch
- Literal Value - Description - None - None - NEED_ID_BOREDOM_END_AREA_EFFECT - End Effect on Boredom 
- Soundscape <target_destination>
- Triggered Soundscape. Pick a soundscape you want to trigger using this room. Leave it blank for no soundscape.
- TrespassSentence <integer>
- Trespass Sentence. Sentence for trespassing in this room. If set to zero the default sentence will be used for this type of room. If set to -1 you will not be sentenced for trespassing in this room. If set to greater than zero the value will override the default value set in scripts/rooms/RoomData.txt.
- TrespassFine <float>
- Trespass Fine. Fine for trespassing in this room. If set to zero the default fine will be used for this type of room. If set to -1 you will not be fined for trespassing in this room. If set to greater than zero the value will override the default value set in scripts/rooms/RoomData.txt.
- RoomDeck <choices>
- Room Deck. The Deck that this room is on. e.g. RoomName 1, Deck B
- Literal Value - Description - #Ship_DeckA - Deck A - #Ship_DeckB - Deck B - #Ship_DeckC - Deck C - #Ship_DeckD - Deck D - #Ship_DeckE - Deck E - #Ship_DeckF - Deck F - #Ship_DeckG - Deck G - #Ship_NoDeck - No Deck 
- RoomNumber <integer>
- Room Number Note:This room number is used for disambiguation when there are multiple rooms of the type specified on the deck specified. Note:This room number is used for disambiguation when there are multiple rooms of the type specified on the deck specified.
- RoomName <choices>
- Room Name. The room name. This is localised in the resource file. If you wish to add new names add there and add it in the Ship.fgd ship_trigger_room entity.
- Literal Value - Description - #Ship_No_Name - I need a NAME - #Ship_1st_Class_Cabin - 1st Class Cabin - #Ship_2nd_Class_Cabin - 2nd Class Cabin - #Ship_3rd_Class_Cabin - 3rd Class Cabin - #Ship_Aft_Deck - Aft Deck - #Ship_Aft_Foyer - Aft Foyer - #Ship_Arboretum - Arboretum - #Ship_Armoury - Armoury - #Ship_Atrium - Atrium - #Ship_Ballroom - Ballroom - #Ship_Bank_Corridor - Bank Corridor - #Ship_Bank_Lobby - Bank Lobby - #Ship_Bank_Managers_Office - Bank Manager's Office - #Ship_Bank_Office - Bank Office - #Ship_Bank_Vault - Bank Vault - #Ship_Bar_Corridor - Bar Corridor - #Ship_Bar_Name_A - Blues Bar - #Ship_Bar_Name_B - Sky Bar - #Ship_Bar_Name_C - Bar Nex - #Ship_Bar_Name_D - Venator Bar - #Ship_Bar_Name_E - Davy Jones Bar - #Ship_Boat_Deck - Boat Deck - #Ship_Boutique_Name_A - Marco Graza Menswear - #Ship_Boutique_Name_B - Pour Vous - #Ship_Boutique_Name_C - Victorian Secrets - #Ship_Boutique_Name_D - Nautilus Sports - #Ship_Boutique_Name_E - Golden Oldies - #Ship_Boutique_Name_F - Waikiki Beach Hut - #Ship_Boutique_Name_G - The Final Cut - #Ship_Boutique_Name_H - House of Usher - #Ship_Bow_Deck - Bow Deck - #Ship_Bridge - Bridge - #Ship_Bridge_Chart_Room - Bridge Chart Room - #Ship_Bridge_Corridor - Bridge Corridor - #Ship_Bridge_Control_Room - Bridge Control Room - #Ship_Bridge_Engineering - Bridge Engineering - #Ship_Bridge_Radio_Room - Bridge Radio Room - #Ship_Bridge_View_Deck - Bridge View Deck - #Ship_Brig - Brig - #Ship_Brig_Corridor - Brig Corridor - #Ship_Brig_Dining_Hall - Brig Dining Hall - #Ship_Brig_Shower_Block - Brig Shower Block - #Ship_Brig_Toilet_Block - Brig Toilet Block - #Ship_Brig_Waiting_Room - Brig Waiting Room - #Ship_Cabin_Ensuite - Cabin Ensuite - #Ship_Cafe_Name_A - Cafe - #Ship_Cafe_Name_B - Jazz Cafe - #Ship_Cafe_Name_C - Cafe Nocturne - #Ship_Cafe_Name_D - Mall Cafe - #Ship_Captains_Cabin - Captain's Cabin - #Ship_Cargo_Hold - Cargo Hold - #Ship_Cargo_Hold_Corridor - Cargo Hold Corridor - #Ship_Casino - Casino - #Ship_Cell - Cell - #Ship_Changing_Room - Changing Room - #Ship_Cinema - Cinema - #Ship_Corridor - Corridor - #Ship_Courtroom - Courtroom - #Ship_Crew_Corridor - Crew Corridor - #Ship_Crew_Dormitory - Crew Dormitory - #Ship_Crew_Stairwell - Crew Stairwell - #Ship_Dance_Floor - Dance Floor - #Ship_Elevator - Elevator - #Ship_Engine_Core - Engine Core - #Ship_Engineering - Engineering - #Ship_Engineering_Control_Room - Engineering Control Room - #Ship_Female_Bathroom - Female Bathroom - #Ship_Female_Changing_Room - Female Changing Room - #Ship_Female_Crew_Bathroom - Female Crew Bathroom - #Ship_Female_Crew_Cabin - Female Crew Cabin - #Ship_Female_Crew_Dormitory - Female Crew Dormitory - #Ship_Female_Showers - Female Showers - #Ship_Female_Toilets - Female Toilets - #Ship_Freezer - Freezer - #Ship_First_Class_Corridor - First Class Corridor - #Ship_For'd_Foyer - For'd Foyer - #Ship_Foyer - Foyer - #Ship_Games_Room - Games Room - #Ship_Gymnasium - Gymnasium - #Ship_Housekeeping - Housekeeping - #Ship_Hot_Tub - Hot Tub - #Ship_Kitchen_Name_A - Britannic Kitchen - #Ship_Kitchen_Name_B - The Manhattan Kitchen - #Ship_Kitchen_Name_C - Captain Nemo's Kitchen - #Ship_Kitchen_Name_D - Nuestra Lugar Kitchen - #Ship_Kitchen_Name_E - Mall Cafe Kitchen - #Ship_Laundrette - Laundrette - #Ship_Library - Library - #Ship_Lounge_Name_A - The Amber Room - #Ship_Lounge_Name_B - Poseidon Lounge - #Ship_Lounge_Name_C - Discovery Lounge - #Ship_Lounge_Name_D - Orion Lounge - #Ship_Main_Deck - Main Deck - #Ship_Maintenance - Maintenance - #Ship_Male_Bathroom - Male Bathroom - #Ship_Male_Changing_Room - Male Changing Room - #Ship_Male_Crew_Bathroom - Male Crew Bathroom - #Ship_Male_Crew_Cabin - Male Crew Cabin - #Ship_Male_Crew_Dormitory - Male Crew Dormitory - #Ship_Male_Showers - Male Showers - #Ship_Male_Toilets - Male Toilets - #Ship_Mall - Mall - #Ship_Observation_Deck - Observation Deck - #Ship_Outer_Deck - Outer Deck - #Ship_Pool_Deck - Pool Deck - #Ship_Promenade_Deck - Promenade Deck - #Ship_Release_Room - Release Room - #Ship_Restaurant_Name_A - Britannic Restaurant - #Ship_Restaurant_Name_B - The Manhattan Restaurant - #Ship_Restaurant_Name_C - Captain Nemo's Buffet - #Ship_Restaurant_Name_D - Nuestra Lugar - #Ship_Sauna - Sauna - #Ship_Second_Class_Corridor - Second Class Corridor - #Ship_Security_Booth - Security Booth - #Ship_Security_Corridor - Security Corridor - #Ship_Security_Office - Security Office - #Ship_Sickbay_Corridor - Sickbay Corridor - #Ship_Sickbay_Doctors_Office - Sickbay Doctor's Office - #Ship_Sickbay_Psychiatrists_Office - Sickbay Psychiatrist's Office - #Ship_Sickbay_Reception - Sickbay Reception - #Ship_Sickbay_Ward - Sickbay Ward - #Ship_Sky_Deck - Sky Deck - #Ship_Smoking_Lounge - Smoking Lounge - #Ship_Staffroom - Staffroom - #Ship_Stairwell - Stairwell - #Ship_Sun_Deck - Sun Deck - #Ship_Swimming_Pool - Swimming Pool - #Ship_Swimming_Pool_Corridor - Swimming Pool Corridor - #Ship_Theatre - Theatre - #Ship_Third_Class_Corridor - Third Class Corridor - #Ship_Unisex_Bathroom - Bathroom - #Ship_Unisex_Showers - Showerblock - #Ship_Unisex_Toilets - Toilet - #Ship_Vent - Vent 
- RoomType <choices>
- Room Type. The type of the room this is - used by lots of systems to make decisions
- Literal Value - Description - ROOM_TYPE_BANK - Bank - ROOM_TYPE_BAR - Bar - ROOM_TYPE_BRIDGE - Bridge - ROOM_TYPE_BRIG - Brig - ROOM_TYPE_CABIN_ENSUITE - Cabin Ensuite - ROOM_TYPE_CARGO_HOLD - Cargo Hold - ROOM_TYPE_CELL - Cell - ROOM_TYPE_CHANGING - Changing Room - ROOM_TYPE_CORRIDOR - Corridor - ROOM_TYPE_COURTROOM - Courtroom - ROOM_TYPE_CREW_CORRIDOR - Crew Corridor - ROOM_TYPE_CREW_STAIRWELL - Stairwell - ROOM_TYPE_ELEVATOR - Elevator - ROOM_TYPE_ENGINEERING - Engineering - ROOM_TYPE_FEMALE_BATHROOM - Female Bathroom - ROOM_TYPE_FEMALE_CREW_BATHROOM - Female Crew Bathroom - ROOM_TYPE_FEMALE_CREW_DORMITORY - Female Crew Dormitory - ROOM_TYPE_FEMALE_SHOWERS - Female Showers - ROOM_TYPE_FEMALE_TOILETS - Female Toilets - ROOM_TYPE_FIRST_CLASS_CABIN - First Class Cabin - ROOM_TYPE_HOUSEKEEPING - Housekeeping - ROOM_TYPE_KITCHEN - Kitchen - ROOM_TYPE_LIBRARY - Library - ROOM_TYPE_LOUNGE - Lounge - ROOM_TYPE_MALE_BATHROOM - Male Bathroom - ROOM_TYPE_MALE_CREW_BATHROOM - Male Crew Bathroom - ROOM_TYPE_MALE_CREW_DORMITORY - Male Crew Dormitory - ROOM_TYPE_MALE_SHOWERS - Male Showers - ROOM_TYPE_MALE_TOILETS - Male Toilets - ROOM_TYPE_OUTSIDE_DECK - Outside Deck - ROOM_TYPE_RESTAURANT - Restaurant - ROOM_TYPE_SWIMMING_POOL - Swimming Pool - ROOM_TYPE_SAUNA - Sauna - ROOM_TYPE_SECOND_CLASS_CABIN - Second Class Cabin - ROOM_TYPE_SECURITY_BOOTH - Security Booth - ROOM_TYPE_SHOP - Shop - ROOM_TYPE_SICKBAY - Sickbay - ROOM_TYPE_STAIRWELL - Stairwell - ROOM_TYPE_THIRD_CLASS_CABIN - Third Class Cabin - ROOM_TYPE_UNISEX_TOILETS - Unisex Toilets 
- wait <integer>
- Delay before reset
Flags
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |
- Everything (not including physics debris) : [64]
- Only clients in vehicles : [32]
- Only clients *not* in vehicles : [512]
- Only player ally NPCs : [16]
- Only NPCs in vehicles (respects player ally flag) : [2048]
- Physics Objects (not including physics debris) : [8]
- Physics debris (include also physics debris) : [1024]
- Pushables (Passes entities with classname func_pushable) : [4] 
- Deprecated.
 Equivalent to using Everything + filter_activator_class that filtersfunc_pushable.
|}
- 1024 ???
- 2048 ???
Inputs
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |
- Toggle
- Toggles this trigger between enabled and disabled states.
- Enable
- Enable trigger
- Disable
- Disable trigger
- TouchTest   (in all games since  ) )
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.  Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: ) )
- StartTouch   (in all games since  ) !FGD ) !FGD
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- DisableAndEndTouch   (only in   ) )
- Disables this trigger and calls EndTouch on all currently-touching entities.
|}
Outputs
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |
- OnStartTouch
- !activator = entity that caused this output
 !caller = this entity
 Fired when a valid entity starts touching this trigger.
- OnStartTouchAll
- !activator = entity that caused this output
 !caller = this entity
 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, onlyOnStartTouchwill fire.
- OnEndTouch
- !activator = entity that caused this output
 !caller = this entity
 Fired when a valid entity stops touching this trigger.
 Note:Will also fire for entities touching it when trigger is disabled via Note:Will also fire for entities touching it when trigger is disabled via- Disableinput
 Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid. Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
 Warning: Warning:- OnEndTouchcan fire before- OnStartTouchunder certain circumstances[How?] where both are fired on the same tick and each have the same delay. Fix:Add a slight delay to Fix:Add a slight delay to- OnEndTouch.
- OnEndTouchAll
- !activator = entity that caused this output
 !caller = this entity
 Fired when all valid entities stop touching this trigger.
- OnTouching   (in all games since  ) )
- !activator = !caller = this entity
 Fired if something is currently touching this trigger whenTouchTestis fired.
- OnNotTouching   (in all games since  ) )
- !activator = !caller = this entity
 Fired if nothing is currently touching this trigger whenTouchTestis fired.
|}

