trigger_look
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.
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
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Flags
Fire Once : [128]
Use Velocity instead of facing : [256]
Everything (not including physics debris) : [64] Clients (Survivors, Special Infected, Tanks ) : [1]
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Inputs
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Outputs
- OnTimeout
- Fired after the timeout interval expires if the player never looked at the target.
Bug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch . Confirm:Is it a Multiplayer issue only? [todo tested in?]
Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning:
OnEndTouch can fire before OnStartTouch under certain circumstances where both are fired on the same tick and each have the same delay. Fix:Add a slight delay to OnEndTouch .Bug:Spamming crouch jump in a trigger can randomly fire OnEndTouch . Confirm:Is it a Multiplayer issue only? [todo tested in?]
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