trigger_multiple是固体实体,可在所有的
起源 游戏中使用。 这是一个当指定类型的实体(en)进入或离开时会触发输出(en)的触发区域。
待完善: deprecate in favor of using the category directly
键值
<dl id="Name(en)" style="margin-block:.4em 1em">
Name(en) (targetname) <target_source>
这个名称是其他实体通过 输入/输出(en) 或其他 关键值(en)(如 parentname 或 target) 来引用该实体时使用的标识符。
该名称也会显示在 Hammer 编辑器的 2D 视图和 实体报告(en) 中。
- Delay Before Reset (wait) <浮点型(en)>
- 重复触发间隔(秒),0默认为0.2,-1时触发后自毁(同trigger_once),此时OnEntireTeamStartTouch等输出将无法触发
- Entire Team Number (entireteam) <choices> (仅存在于

之中)
- 当整队玩家接触时触发OnEntireTeamStartTouch
- Incapacitated players can trigger (allowincap) <布尔值(en)> (仅存在于

之中)
- 倒地玩家是否可触发
错误:当设为0时,玩家倒地会正确触发OnEndTouch,但复活后OnStartTouch不会触发且vscript函数trigger.IsTouching(player)会返回false。当设置Entire Team Number时行为不同,玩家倒地时不会触发OnEndTouch且仍被视为接触状态 (tested in: l4d2)
- Ghost players can trigger (allowghost) <布尔值(en)> (仅存在于

之中)
- 幽灵状态玩家是否可触发
BaseTrigger
- Filter Name (filtername) <filter(en)>
- A filter entity to test potential activators against.
- Start Disabled (StartDisabled) <布尔值(en)>
- Stay dormant until activated (with the
Enableinput).
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标志
BaseTrigger
- Everything (not including physics debris) : [64]
- Clients (Survivors, Special Infected, Tanks
 之中) : [1]
- Only clients in vehicles : [32]
- Only clients *not* in vehicles : [512]
- Disallow Bots (被移除于
以来) : [4096]
- NPCs (Common Infected, Witches
 之中) : [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] 
- 已弃用。
Equivalent to using Everything + filter_activator_class that filters func_pushable.
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输入
BaseTrigger
- Toggle
- Toggles this trigger between enabled and disabled states.
- Enable
- Enable trigger
- Disable
- Disable trigger
- TouchTest (存在于自
以来)
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
错误:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base. (tested in: )
- StartTouch (存在于自
以来) 不存在于FGD!
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- EndTouch (存在于自
以来) 不存在于FGD!
- Behave as if !caller had just exited the trigger volume.
- DisableAndEndTouch (仅存在于
 之中)
- Disables this trigger and calls EndTouch on all currently-touching entities.
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输出
- OnEntireTeamStartTouch (仅存在于

之中)
- !activator = 最后接触的玩家
!caller = this entity
- 当整队玩家开始接触时触发
- OnEntireTeamEndTouch (仅存在于

之中)
- !activator = 离开的玩家
!caller = this entity
- 当整队玩家停止接触时触发
- OnTrigger
- !activator = 触发实体
!caller = this entity
- 在触发区域内时按"Delay Before Reset"间隔重复触发
BaseTrigger
- OnStartTouch
- !activator = entity that caused this output
!caller = this entity
- Fired when a valid entity starts touching this trigger.
- OnStartTouchAll
- !activator = entity that caused this output
!caller = this entity
- 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
- !activator = entity that caused this output
!caller = this entity
- Fired when a valid entity stops touching this trigger.
注意:Will also fire for entities touching it when trigger is disabled via Disable input
警告:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
警告:OnEndTouch can fire before OnStartTouch under certain circumstances[如何?] where both are fired on the same tick and each have the same delay. 修复:Add a slight delay to OnEndTouch.
- OnEndTouchAll
- !activator = entity that caused this output
!caller = this entity
- Fired when all valid entities stop touching this trigger.
- OnTouching (存在于自
以来)
- !activator = !caller = this entity
- Fired if something is currently touching this trigger when
TouchTest is fired.
- OnNotTouching (存在于自
以来)
- !activator = !caller = this entity
- Fired if nothing is currently touching this trigger when
TouchTest is fired.
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参见