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trigger_multiple

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... Icon-Important.png
class hierarchy
CTriggerMultiple defined in triggers.cpp
CBaseTrigger
CBaseToggle
CBaseEntity

trigger_multiple is a brush entity available in all Source Source games. It is a volume that fires outputs when a specified type of entity enters or leaves it.

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Delay Before Reset (wait) <float>
Delay in seconds before OnTrigger can fire again, 0 defaults to 0.2. If set to -1, it will kill itself when triggered (as trigger_once), which means outputs like OnEntireTeamStartTouch can never fire.
Entire Team Number (entireteam) <choices> (only in Left 4 Dead series)
If the entire team is touching, fire OnEntireTeamStartTouch.
  • 0 : None
  • 2 : Survivor
  • 3 : Infected
Incapacitated players can trigger (allowincap) <boolean> (only in Left 4 Dead series)
Whether incapacitated players can trigger.
Icon-Bug.pngBug:When 0 and player is incapacitated in the trigger it correctly fires OnEndTouch output, but when player is revived OnStartTouch output won't be fired and also using vscript function trigger.IsTouching(player) will return false for the given player. The behaviour when Entire Team Number is picked differs. When player is incapacitated OnEndTouch output is NOT fired and player is considered still touching the trigger so this bug won't occur in such case.
Ghost players can trigger (allowghost) <boolean> (only in Left 4 Dead series)
Whether ghost survivors can trigger.

BaseTrigger:

Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Flags


BaseTrigger:
  •  [1] : Clients (Survivors, Special Infected, Tanks Left 4 Dead series)
  •  [2] : NPCs (Common Infected, Witches Left 4 Dead series)
  •  [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


BaseTrigger:
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 Multiplayer(Team Fortress 2))
Disables this trigger and calls EndTouch on all currently-touching entities.

StrataEngine:
Touch  (only in Strata Source Strata Source games)
Behaves as if !caller has touched the trigger volume


Outputs

OnEntireTeamStartTouch  (in all games since Left 4 Dead)
Fired when an entire team starts touching the trigger.
OnEntireTeamEndTouch  (in all games since Left 4 Dead)
Fired when an entire team stops touching the trigger.
OnTrigger
Fired repeatedly with a delay while an entity is within this trigger's volume. Delay is defined by Delay Before Reset key.

BaseTrigger:

OnStartTouch
Fired when a valid entity starts touching this trigger. !activator is whatever touches the trigger.
OnStartTouchAll
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
Fired when a valid entity stops touching this trigger.
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
OnEndTouchAll
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
Fired if nothing is currently touching this trigger when TouchTest is fired.

See also