trigger_still

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January 2024
Info.png
This entity is not in the FGD by default.
See below for instructions on making it available.

trigger_still is a brush entity available in The Stanley Parable The Stanley Parable. It is used to send a signal when the player stands still in the trigger for long enough.

Keyvalues

Waiting Time (standtime) <integer>
The amount of time the player must be idle for before the trigger is activated.
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

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.

FGD Code

Sourced from investigations done by TeamSpen, and from a beta branch of TeamSpen's Hammer Addons.

@SolidClass base(Trigger, Targetname) = trigger_still : 
	"A trigger volume which detects when the player is standing still inside it for some time."
[
	standtime(integer) : "Waiting Time" : 60 : "The amount of time the player must be idle for before the trigger is activated."
]


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