trigger_multiple is a mesh entity available in all
Source 2 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.
BaseTrigger
- Filter Name (filtername) <filter>
- A filter entity to test potential activators against.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enableinput).
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Flags
BaseTrigger
- Everything (not including physics debris) : [64]
- Clients : [1]
- Only clients in vehicles : [32]
- Only clients *not* in vehicles : [512]
- NPCs : [2]
- Only player ally NPCs : [16]
- Only NPCs in vehicles (respects player ally flag) : [2048]
- Projectiles : [4]
- Physics Objects (not including physics debris) : [8]
- Physics debris (include also physics debris) : [1024]
- Pushables (trigger_push used to assume 100Kg) and multiple component physobjs (car, blob...) : [4096]
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