trigger_asw_button_area

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<Alien Swarm> trigger_asw_button_area is a brush entity available in Alien Swarm.

Entity description

This Entity is used to define the settings for and control the visual effects on useable door panels.

Keyvalues

Start Disabled
Should the trigger start disabled?
Filter Name
Name of the filter defining what type of entities can activate this trigger.
Delay Before Reset
How long after being activated before it can be activated again.
Use Target
Name of the door that this trigger is linked to.
Panel Prop name <choices>
The name of the panel that this trigger is linked to. Normally this will be a prop_dynamic with 3 skins:
  • No Power
  • Locked
  • Unlocked
Players Required
The number of players that must be inside the trigger for it to activate. This value will be capped at the total number of players.
Time to charge up
How long the hack will take to complete once all wires have been fixed. Possibly obsolete?
Num Wires
How many separate wires are in the puzzle.
Wire Columns
How many columns each wire has.
Wire Rows
How many rows each wire has.
Locked
Is the panel locked? Set to 'yes' if you want the players to have to hack this door.
Auto-use after hack
Should the marines auto-use the panel once hacked, or wait until they use it manually?
Disable After Use
Is it a one-use panel?
Has Power
Does the panel have power?
No Power Message
Message to display on the use icon when this panel has no power.

Flags

  • Marines And Aliens
  • Pushables
  • Physics Objects
  • Only Marines
  • Everything

Outputs

Trigger:

OnEndTouch
Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire. (activator is the exiting entity)

Warning: This includes entities which are deleted while inside the trigger. In this case activator will be invalid.

OnEndTouchAll
Fires when the last entity in the entity's area exits this trigger or when this entity is disabled. Only entities that passed this trigger's filters are considered. (activator is the last exiting entity)
OnTouching  (New with Half-Life 2: Episode Two / Source 2007)
OnNotTouching  (New with Half-Life 2: Episode Two / Source 2007)
Fired when the TouchTest input is called.

TriggerOnce:

OnStartTouch
Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire. (activator is the toucher)
OnTrigger
Fired whenever the trigger is activated. (activator is the activator)

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This output fires when the entity is killed and removed from the game.
OnRequiremntFailed
Fired when a marine enters the trigger but does not meet the player number requirement.

Inputs

Trigger:

TouchTest  (New with Half-Life 2: Episode Two / Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch  (New with Half-Life 2: Episode Two / Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (New with Half-Life 2: Episode Two / Source 2007) !FGD
Behave as if the !caller entity had just exited the trigger volume.
DisableAndEndTouch  (Only in Team Fortress 2)
Disables this trigger and calls EndTouch on all currently-touching entities.

TriggerOnce:

Toggle
Toggles this trigger between enabled and disabled states.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Base:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
SetParent  <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment  <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset  <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
AddOutput  <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
DispatchEffect  <string> !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse  <string> !FGD
Dispatches a response to the entity. See Response and Concept.
AddContext  <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext  <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext  <string>
Removes all contexts from this entity's list.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug:  In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

See also