Talk:Trigger multiple

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So, this could be used to trigger anything from explosions to scripted conversations? Cooooool --JeffMOD 14:11, 4 Apr 2008 (PDT)

Dead and/or gone

I'm trying to set up a trigger_multiple so that it triggers an event when all headcrabs and zombies have either left its area, or died. It should be noted that when play begins, it is completely empty of any zombies. OnEndTouchAll works for if they've left, but not if they've died; same with OnNotTouching when a TouchTest is called. I suppose I could put an "OnDied" since the effect is negated when any zombies are present, but that doesn't seem very feasible to do to every single zombie that might possibly enter that area (and even then it wouldn't work with live headcrabs if they detach from the zombies) ... —Yar Kramer 06:42, 1 March 2009 (UTC)

Wait, I see what I did wrong — I was calling the TouchTest with a different trigger_multiple ... which was calling it with an "OnStartTouch" (which only fires the "first" time you touch it) instead of an OnTrigger (which fires every insert-refire-time-here seconds). I ARE SMRT! —Yar Kramer 17:31, 2 March 2009 (UTC)

Gets triggered by bounding box, not collision model

The following are notes when mapping for HL2, it may or may not apply to other games, although I have only tested it for HL2.

I've noticed how trigger_multiple gets triggered by a prop's bounding box, and not it's collision model. This bounding box does not rotate with the prop, so if the prop has for example a 45 degree angle, it may touch the trigger even though it does not look like it. Here's an image of how it works:

BoundingBoxCollision.png

Whenever the outlines touches the trigger, the trigger activates. As seen in the above image, it does not necessarily mean the collision model is touching the trigger. I believe this applies to all trigger brushes, I have only tested it with trigger_multiple and trigger_push however. --Pandaboy 10:54, 21 October 2011 (PDT)