trigger_waterydeath

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<Half-Life 2>  trigger_waterydeath is a brush entity available in the Half-Life 2 series.
The fry of leeches that is spawned inside a trigger_waterydeath.

Entity description

A brush entity trigger that spawns a fry of leeches around entities inside its volume. The leeches do damage to the target until they die.

Used to discourage and prevent players from straying too far into deep water.

In code, it is represented by class CTriggerWateryDeath, defined in hl2_dll\hl2_triggers.cpp.


Keyvalues

TriggerOnce:

Filter Name <filter>
A filter entity to test potential activators against.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <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 <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.

Parentname:

Parent <targetname>
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.

Origin:

Origin (X Y Z) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

EnableDisable:

Start Disabled <bool>
Stay dormant until activated (probably with the Enable input).

Global:

Global Entity Name <string>
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.

Flags

TriggerOnce:

  • 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)

Inputs

Trigger:

TouchTest (New with Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.

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.

Parentname:

SetParent  <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment  <string>
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.
SetParentAttachmentMaintainOffset  <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug:
In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.

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)
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 (New with Source 2007)
OnNotTouching (New with Source 2007)
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 whenever the trigger is activated. (activator is the activator)

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  

(New with Left 4 Dead)

This Output fires when the entity is killed and removed from the game.