This article's documentation is for anything that uses the Source engine. Click here for more information.

trigger_multiple

From Valve Developer Community
Jump to navigation Jump to search
English (en)Translate (Translate)
Class hierarchy
CTriggerMultiple
CBaseTrigger
CBaseToggle
CBaseEntity
triggers.cpp

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

Name (targetname) <string>
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.
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 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.  (tested in: l4d2)
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

Everything (not including physics debris) : [64]

Clients (Survivors, Special Infected, Tanks Left 4 Dead series) : [1]

Only clients in vehicles : [32]
Only clients *not* in vehicles : [512]
Disallow Bots (removed since Left 4 Dead) : [4096]
NPCs (Common Infected, Witches Left 4 Dead series) : [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] Obsolete
Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable.


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 Team Fortress 2Source 2013 Multiplayer)
Disables this trigger and calls EndTouch on all currently-touching entities.

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.
Icon-Bug.pngBug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch.
Confirm:Is it a Multiplayer issue only?
  [todo tested in?]


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.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
Icon-Bug.pngBug:Spamming crouch jump in a trigger can randomly fire OnEndTouch.
Confirm:Is it a Multiplayer issue only?
  [todo tested in?]
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