From Valve Developer Community
- 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.
Jump Destination Name
- The name of the item Drones should jump to (use an info_target).
Min. Marine Distance
- If a marine is within this distance from the Drone, the Drone will not jump.
- Clear the jumpers orders when he jumps if yes
Check enemy direction
- If the alien has an enemy, check it's in the direction of the jump, else don't jump.
Check Trigger Jumped Already
- Don't jump if the alien has trigger jumped already.
Retry Failed Jumps
- If set and the alien can't make the jump, the alien will stand and wait until he can make the jump.
- Forces alien to jump with the Force Angle and Speed, without using the jump target and without checking for a valid jump or enemy.
Force Jump Pitch Yaw Roll
- Direction the alien should do a forced jump.
Force Jump Speed
- Speed of forced jump.
- Marines And Aliens
- Physics Objects
- Only Marines
- Everything(not including physics debris)
- Physics debris
- Only NPCs in Vehicles (respects player ally flag)
- Correctly account for object mass(trigger_push used to assume 100kg) and multiple component physobjs (car, blob...)
- 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.
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.
<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.