trigger_look
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Class hierarchy |
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CTriggerLook |
triggers.cpp |
trigger_look
is a brush entity available in all Source games. It is used to trigger something when the player looks at something.
It fires OnTrigger when the player looks at a target entity for the given amount of time while within the trigger volume. If the player leaves the trigger or looks away from the target entity, the clock resets.
If the Use Velocity instead of facing spawnflag is checked, the trigger uses the player's velocity instead of the player's view, so it determines whenever the player is moving toward the target entity; this is useful for triggering when players are driving a vehicle at something.
Note:Only designed for single-player games.
Note:As long as the player is touching the entity, facing the direction of the target entity will trigger it even if the target is not directly visible to the player (i.e. if there is world geometry in the way).
Bug:If multiple entities in the map have the same name as the target entity, then OnTrigger may fire inconsistently. The output may either be delayed or never fire at all. These effects seem to worsen the more identically named entities there are in the map. [todo tested in ?]
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Look Target (target) <targetname>
- The name of the entity to be looked at.
- LookTime (LookTime) <string>
- The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold.
- Bug:A value of 1.0 will prevent the entity from triggering at all, even if the player is looking directly at target. [todo tested in ?]
- FieldOfView (FieldOfView) <string>
- How close the player has to be looking at the target. 1.0 = straight ahead\n 0.0 = +/- 90 degrees\n -1.0 = all directions).
- Timeout (Timeout) <float>
- The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 = never.
- Use LOS (UseLOS) <boolean> (only in )
- Use LOS calculations
Flags
Fire Once : [128]
Use Velocity instead of facing : [256]
Inputs
Outputs
- OnTimeout
- Fired after the timeout interval expires if the player never looked at the target.