trigger_multiple
Jump to navigation
Jump to search
Class hierarchy |
---|
CTriggerMultiple |
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.
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
- 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. (tested in: l4d2) - Ghost players can trigger (allowghost) <boolean> (only in )
- Whether ghost survivors can trigger.
|
Flags
Everything (not including physics debris) : [64] Clients (Survivors, Special Infected, Tanks ) : [1]
|
Inputs
|
Outputs
- OnTrigger
- Fired repeatedly with a delay while an entity is within this trigger's volume. Delay is defined by Delay Before Reset key.
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?]
|