trigger_bot_tag
...
trigger_bot_tag
is a brush entity available in Team Fortress 2. Any bots that interact with this trigger can be given tags, or have tags be removed from them. Multiple tags can also be used at once.
Tip:Using the commands
developer 1;ent_text player
with tf_bot_debug_tags 1
shows the bots's tags without any other debugging information.Note:Tags won't work on bot_controller, as it doesn't spawn
tf_bot
entities.Contents
Keyvalues
- Tags
(tags)
<string> - A set of tags added to bots touching this trigger; tags are comma-separated.
- Add
(add)
<choices> - Add to existing tags? Set to false to replace them.
- 0: RemoveTag
- 1: AddTag
- Filter Name <filter>
- Name of filter entity to test against activators.
EnableDisable:
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Flags
BaseTrigger:
- [
4
] : func_pushable
- [
8
] : Physics Objects
- [
16
] : Only player ally NPCs
- [
32
] : Only clients in vehicles
- [
64
] : Everything (not including physics debris)
- [
512
] : Only clients *not* in vehicles
- [
1024
] : Physics debris
- [
2048
] : Only NPCs in vehicles (respects player ally flag)
- [
4096
] : Disallow Bots
Inputs
EnableDisable:
Enable
Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
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.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.