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>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
or target
).
Also displayed in Hammer's 2D views and Entity Report.
- 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 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. (tested in: l4d2)
- 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).
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Flags
BaseTrigger
- Everything (not including physics debris) : [64]
- Clients (Survivors, Special Infected, Tanks
 ) : [1]
- Only clients in vehicles : [32]
- Only clients *not* in vehicles : [512]
- Disallow Bots (removed since
) : [4096]
- NPCs (Common Infected, Witches
 ) : [2]
- Only player ally NPCs : [16]
- Only NPCs in vehicles (respects player ally flag) : [2048]
- Physics Objects (not including physics debris) : [8]
- Physics debris (include also physics debris) : [1024]
Pushables (Passes entities with classname func_pushable) : [4] 
- Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable .
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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.
Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base. (tested in: )
- 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.
- DisableAndEndTouch (only in
 )
- Disables this trigger and calls EndTouch on all currently-touching entities.
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Outputs
- OnEntireTeamStartTouch (only in

)
- !activator = the player that last touched this trigger
!caller = this entity
Fired when an entire team starts touching the trigger. (i.e. the last player of the given team entered the trigger when everyone else is already inside)
- OnEntireTeamEndTouch (only in

)
- !activator = the player that left the trigger
!caller = this entity
Fired when an entire team stops touching the trigger. (i.e. when full team is touching the trigger and one survivor leaves the trigger)
- OnTrigger
- !activator = the entity that caused this output
!caller = this entity
Fired repeatedly with a delay while an entity is within this trigger's volume. Delay is defined by Delay Before Reset key.
BaseTrigger
- OnStartTouch
- !activator = entity that caused this output
!caller = this entity Fired when a valid entity starts touching this trigger.
- OnStartTouchAll
- !activator = entity that caused this output
!caller = this entity 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
- !activator = entity that caused this output
!caller = this entity Fired when a valid entity stops touching this trigger.
Note:Will also fire for entities touching it when trigger is disabled via Disable input
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[How?] where both are fired on the same tick and each have the same delay. Fix:Add a slight delay to OnEndTouch .
- OnEndTouchAll
- !activator = entity that caused this output
!caller = this entity Fired when all valid entities stop touching this trigger.
- OnTouching (in all games since
)
- !activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
- OnNotTouching (in all games since
)
- !activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.
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See also