trigger_multiple
...
class hierarchy |
---|
CTriggerMultiple defined in triggers.cpp
|
trigger_multiple
is a brush entity available in all Source games. It is a volume that fires outputs when a specified type of entity enters or leaves it.
Contents
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 ) - If the entire team is touching, fire OnEntireTeamStartTouch.
- 0 : None
- 2 : Survivor
- 3 : Infected
- Incapacitated players can trigger
(allowincap)
<boolean> (only in ) - Whether incapacitated players can trigger.
- Bug: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 functiontrigger.IsTouching(player)
will return false for the given player. The behaviour when Entire Team Number is picked differs. When player is incapacitatedOnEndTouch
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 ) - 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 the
Enable
input).
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)
- [
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 )- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch
(in all games since ) !FGD- Behave as if the
!caller
entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch
(in all games since ) !FGD- Behave as if !caller had just exited the trigger volume.
StrataEngine:
Touch
(only in Strata Source games)- Behaves as if
!caller
has touched the trigger volume
Outputs
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: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 )- Fired if something is currently touching this trigger when
TouchTest
is fired.
OnNotTouching
(in all games since )- Fired if nothing is currently touching this trigger when
TouchTest
is fired.