trigger_asw_computer_area

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<Alien Swarm>  trigger_asw_computer_area is a brush entity available in Alien Swarm. It is used to create Hackable computers or interactable PDAs/Data terminals.

See also

Keyvalues

Start Disabled
Should the trigger start disabled?
Filter Name
Name of the filter defining what type of entities can activate this trigger. Mostly unecessary in Alien Swarm.
Delay Before Reset
How long after being activated before it can be activated again.
Use Target
The name of the entity/door that this trigger is linked to. Can be used to open locked doors or turn power on
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.
Locked
Locked computer terminals will require a Technical Engineer to pass the hacking minigame before allowing access to the main menu.
Computer prop name
Name of the prop_dynamic used for this computer panel's representation in the world. Skin # of this prop_dynamic will be set to reflect the locked/unlocked status of this computer. Not required
SecurityCam1 Name
Name of the 1st security cam available from this computer.
SecurityCam1 Label
Text label shown over this camera view ingame.
Turret1 Name
Name of the 1st turret available from this computer.
Note:Only works with asw_remote_turret entities.
Mail File
Name of the text resource file containing email to show at this computer.
News File
Name of the text resource file containing news to show at this computer.
Stocks Seed
Name of the text resource file containing news to show at this computer.
Weather Seed
Number used to seed the weather data shown at this computer. Computers with the same Weather Seed will show the same weather values.
Plant Status
Put in any text here to make the computer show the reactor status (special option for use only in Rydberg). Leave blank to not have this option in the computer.
DownLoad Objective Name
Name of the objective to trigger as complete when a marine downloads the documents from this computer.
Num Tumblers
How many columns are in the hack puzzle for this computer (from 3 to 8).
Entries Per Tumbler
How many numbers are in each column of the hack puzzle (from 5 to 9).
Move Interval
How long each column pauses for before shifting to a new number (from 0.3 to 2.0 seconds).
PDA Name
If this computer area represents a PDA, then put the name of the PDA owner here.
Download Time
If this computer area represents a PDA, then put the name of the PDA owner here.

Flags

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

Outputs

OnRequiremntFailed
Fired when a marine enters the trigger but does not meet the player number requirement.
OnComputerActivated
Fired When a marine uses the trigger.
OnComputerDataDownloaded
Fired when a marine has finished the hack AND has finished the "download".
OnComputerHackCompleted
Fired when a marine has finished the hack.
OnComputerHackHalfway
Fired when a marine is halfway through the hack.
OnComputerHackStarted
Fired when a marine has Begun the hacking minigame.
OnComputerViewMail1
Fired When a marine has clicked the first mail entry.
OnComputerViewMail2
Self-Explanatory
OnComputerViewMail3
Self-Explanatory
OnComputerViewMail4
Self-Explanatory

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)
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)

Targetname:

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  (New with Left 4 Dead)
This Output fires when the entity is killed and removed from the game.

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
Fires the OnStartTouch output.
EndTouch (New with Half-Life 2: Episode Two / Source 2007) !FGD
Fires the OnEndTouch output.
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.

Parentname:

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.

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although entities with a large number of children are killed marginally faster.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
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.
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.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.