From Valve Developer Community
trigger_player_respawn_override is a trigger that overrides the default map-wide respawn wave time of any player that dies within it's volume. They will respawn with the timer set within the trigger's keyvalues rather than any other times set.
- Filter Name
- A filter entity to test potential activators against.
- Entity Scripts (vscripts)
<scriptlist>(New with Left 4 Dead 2)
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function (thinkfunction)
<string>(New with Left 4 Dead 2)
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Note:Try to avoid expensive operations in this function, as it may cause performance problems.
- Parent (parentname)
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Warning: If a trigger does not start out with a parent but rather is assigned one dynamically, choose another entity and add it here as a dummy. Otherwise the trigger will stop colliding properly when it gets its real parent.
Warning: In , parenting this entity to another can break your map.
- Origin (X Y Z) (origin)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Start Disabled (StartDisabled)
- Stay dormant until activated (probably with the
- Global Entity Name
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Respawn Time
- The number of seconds before players that die inside the volume of this trigger can respawn. Setting -1 will allow the game to decide.
- 1 : Clients
- 2 : NPCs
- 4 : Pushables
- 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
- 4096 : Correctly account for object mass (trigger_push used to assume 100Kg) and multiple component physobjs (car, blob...) (New with Alien Swarm)
- Removes this entity from the world.
- Removes this entity and all its children from the world.
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Clears the parent attachment.
- Set the entity's parent.
- Move with this entity. See Entity Hierarchy (parenting).
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Toggle the enabled/disabled status of this entity.
- The number of seconds before players that die inside the volume of this trigger can respawn.
- Enable/disable this entity from performing its task. It might also disappear from view.
- These Outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire.
- Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered.
- Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire.
- Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered.