trigger_still

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The Stanley Parable trigger_still is a brush entity available in 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.

TriggerOnce:
Filter Name (filtername) <filter>
Name of filter entity to test against activators.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Flags


TriggerOnce:
  •  [1] : Clients (in Left 4 Dead series survivors and SI)
  •  [2] : NPCs (in Left 4 Dead series commons and witches)
  •  [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 physics objects (car, blob...) (in all games since Alien Swarm)
Note.png Note: In Garry's Mod, flag 4096 is "Correctly account for object mass" for trigger_push only.[confirm]

Inputs


Trigger:
TouchTest  (in all games since Half-Life 2: Episode Two)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch  (in all games since Half-Life 2: Episode Two) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Half-Life 2: Episode Two) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Team Fortress 2)
Disables this trigger and calls EndTouch on all currently-touching entities.

TriggerOnce:
Toggle
Toggles this trigger between enabled and disabled states.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs


Trigger:
OnEndTouch
Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire. (!activator is the exiting entity.)
Warning.png Warning: This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
OnEndTouchAll
Fires when the last entity in the entity's area exits this trigger or when this entity is disabled. Only entities that passed this trigger's filters are considered. (!activator is the last exiting entity.)
OnTouching  (in all games since Half-Life 2: Episode Two)
OnNotTouching  (in all games since Half-Life 2: Episode Two)
Fired when the TouchTest input is called.

TriggerOnce:

OnStartTouch
Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire. (!activator is the "toucher.")
OnTrigger
Fired repeatedly with a delay while an entity is within this trigger's volume. Delay is defined by Delay Before Reset key.

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."
]