trigger_asw_door_area is a brush entity available in
Alien Swarm. It is used to detect marines and aliens near doors.
Bug:This entity seems to be unstable if used both as an actual door trigger - i.e. with a door indicated in its "Use Target" entry - and as a normal trigger - i.e. when firing additional "non-door" outputs. Furthermore its "Start Disabled" key value does not seem to work - i.e. it seems to always be enabled, even when its "Start Disabled" key value is set to "yes". One workaround, if you want a trigger_asw_door_area to be "disabled", is to insert it above or below the place you want it (out of the way) in an enabled state, parent it to an invisible, passable func_door, then have a normal trigger or other event open this func_door and move the enabled trigger_asw_door_area quickly into position. Make sure this func_door is set to open very quickly, and to not close again.
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 door that this trigger is linked to.
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.
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.
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, only
OnStartTouch will 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 Disable input
Warning: This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning: OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay. 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 when
TouchTest is fired.
- OnNotTouching (in all games since
)
- !activator = !caller = this entity
- Fired if nothing is currently touching this trigger when
TouchTest is fired.
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Inputs
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: )
- StartTouch (in all games since
) !FGD
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- EndTouch (in all games since
) !FGD
- Behave as if !caller had just exited the trigger volume.
- DisableAndEndTouch (only in
 )
- Disables this trigger and calls EndTouch on all currently-touching entities.
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