From Valve Developer Community
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.
- Should the trigger start disabled?
- 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.
- The name of the door that this trigger is linked to.
- 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.
- Marines And Aliens
- Physics Objects
- Only Marines
- Fired when a marine enters the trigger but does not meet the player number requirement.
- 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)
- 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.
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
- Fakes the calling entity starting touching the trigger.
EndTouch(New with Half-Life 2: Episode Two / Source 2007) !FGD
- Fakes the calling entity ending touching the trigger.
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.
- 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.
- 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
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
<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.
<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.
<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 , 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.
<string>(New with Left 4 Dead 2) !FGD
- Execute a VScript function in the scope of the receiving entity.
<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.
<angles>(New with Alien Swarm) !FGD
- Set this entity's angles.