From Valve Developer Community
This Entity is used to define the settings for and control the visual effects on useable door panels.
- 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
- The name of the panel that this trigger is linked to. Normally this will be a prop_dynamic with 3 skins:
- No Power
- 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.
- 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.
- Marines And Aliens
- Physics Objects
- Only Marines
- 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.
- 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
TouchTestinput is called.
- 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)
- Fired whenever the trigger is activated. (activator is the activator)
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; 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.
- Fired when a marine enters the trigger but does not meet the player number requirement.
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.
- Toggles this trigger between enabled and disabled states.
- Enable/disable this entity from performing its task. It might also disappear from view.
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- 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.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- 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.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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 , 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.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.