trigger_hurt

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trigger_hurt is a brush entity available in all Source games. It is a trigger volume damages entities that touch it.

For a list on how different damage types will affect the player, see here.

Contents

Keyvalues

Master (Obsolete) <string>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
Damage <integer>
The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also Damage Model for extra details on how damage can be dealt. Use negative value to heal.
Damage Cap <integer>
Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag.
Damage Type <choices>
Literal values can be added together to stack effects
Value Description
0 GENERIC
1 CRUSH
2 BULLET
4 SLASH
8 BURN
16 FREEZE
16 TRAIN <Team Fortress 2>
16 VEHICLE (New with Alien Swarm)
32 FALL
64 BLAST
128 CLUB
256 SHOCK
512 SONIC
Value Description
1024 ENERGYBEAM
16384 DROWN
32768 PARALYSE
65536 NERVEGAS
65536 SAWBLADE <Team Fortress 2>
131072 POISON
262144 RADIATION
524288 DROWNRECOVER
1048576 CHEMICAL
1048576 CRITICAL <Team Fortress 2>
1048576 ACID (New with Alien Swarm)
2097152 SLOWBURN
4194304 SLOWFREEZE
Damage Model <choices>
How damage is dealt. Normal always does the specified amount of damage each half second. Doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch.
  • 0 : Normal
  • 1 : Doubling w/forgiveness
Zero Damage Force <boolean>
Should the damaged entity receive no physics force from this trigger.

TriggerOnce:

Filter Name <filter>
A filter entity to test potential activators against.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Name(s) of script files that are executed after all entities have spawned.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Parentname:

Parent <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent.
Warning:If a trigger does not start out with a parent but rather is assigned one dynamically, choose another entity and add it here as a dummy. Otherwise the trigger will stop colliding properly when it gets its real parent.

Origin:

Origin (X Y Z) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

EnableDisable:

Start Disabled <bool>
Stay dormant until activated (probably with the Enable input).

Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Name(s) of script files that are executed after all entities have spawned.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Flags

TriggerOnce:

  • 1 : Clients
  • 2 : NPCs
  • 4 : Pushables
  • 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
  • 4096 : Correctly account for object mass (trigger_push used to assume 100Kg) and multiple component physobjs (car, blob...) (New with Alien Swarm)

Inputs

SetDamage  <float>
Set a new amount of damage for this trigger.

Trigger:

TouchTest (New with Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.

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 from the world.
KillHierarchy
Removes this entity and all its children from the world.
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 game script file from disk.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of script source code. String quotation may be needed when fired via console.
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)
Execute a game script function.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
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 game script file from disk.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of script source code. String quotation may be needed when fired via console.
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)
Execute a game script function.

Outputs

OnHurt
Fired whenever this trigger hurts something other than a player.
OnHurtPlayer
Fired whenever this trigger hurts a player.

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 Source 2007)
OnNotTouching (New with 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)
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.
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.
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