trigger_physics_trap
trigger_physics_trap
is a brush entity available in the Half-Life 2 series.
Entity description
A volumetric trigger that disintegrates entities. It is used extensively in Citadel levels of Half-Life 2 within Combine generators and ball spawners. It disintegrates physics objects and enemies that enter it's volume with a selected visual effect.

CTriggerPhysicsTrap
class, defined in thehl2_dll\hl2_triggers.cpp
file.Keyvalues
- Dissolve Type <choices>
- Dissolve effect type.
- 0 : Energy
- 1 : Heavy electrical
- 2 : Light electrical
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).
Angles:
- Pitch Yaw Roll (Y Z X)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
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.
Outputs
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.

OnEndTouchAll
- Fired when all valid entities stop touching this trigger.