trigger_hurt
CTriggerHurt defined in triggers.cpp
|
trigger_hurt is a brush entity available in all
Source games. It is a trigger volume that damages entities that touch it.
See damage types for a list on how different damage types will affect the player.
damage is negative.Damaging areas are marked with a dark blue rectangle and bots will try to avoid them. In
Contents
Keyvalues
Master (Obsolete)(master)<string>
- Deprecated. Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
- Damage
(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
(damagecap)<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
(damagetype)<choices> - Literal values can be added together to stack effects
- 0: GENERIC
- 1: CRUSH
- 2: BULLET
- 4: SLASH
- 8: BURN
- 16: VEHICLE / (TRAIN
) - 32: FALL
- 64: BLAST
- 128: CLUB
- 256: SHOCK (Spawns particle with missing texture in
) - 512: SONIC
- 1024: ENERGYBEAM
- 16384: DROWN
- 32768: PARALYSE
- 65536: NERVEGAS / (SAWBLADE
) - 131072: POISON
- 262144: RADIATION
- 524288: DROWNRECOVER
- 1048576: ACID / (CRITICAL
) - 2097152: SLOWBURN
- 4194304: REMOVENORAGDOLL
- 16777216: FULLGIB (in
)
VEHICLEis namedFREEZEACIDis namedCHEMICALREMOVENORAGDOLLis namedSLOWFREEZE
- Damage Model
(damagemodel)<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
(nodmgforce)<boolean> - Should the damaged entity receive no physics force from this trigger[Clarify].
- Damage Force Override
(damageforce)<vector> (only in
)
- Always think every frame
(thinkalways)<choices> (only in
) - Normally triggers think every half second, in some cases you may need to request it to damage every frame. This is expensive!
- Filter Name
(filtername)<filter> - Name of filter entity to test against activators.
EnableDisable:
- Start Disabled
(StartDisabled)<boolean> - Stay dormant until activated (with the
Enableinput).
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)
Inputs
SetDamage<float>- Set a new amount of damage for this trigger.
Toggle:
Toggle- Toggle the enabled/disabled status of this entity.
EnableDisable:
Enable
Disable- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
OnHurt- Fired whenever this trigger hurts something other than a player.
OnHurtPlayer- Fired whenever this trigger hurts a player.