This entity hurt other entities in a timed based manner in the form of environmental damage like slime and lava.
It is a duplicate of
trigger_hurt but with minor edits specific to Deathmatch Classic.
As far as we know, this entity was never mentioned in any known FGD.
However, this entity's existence can be proved by the DMC game code (see HL SDK's dmc/dlls/triggers.cpp
file) and probably within the official maps.
Attributes
- Name (targetname) - Property used to identify entities.
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- Master (master) - The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.
- Delay before trigger (delay) - Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action.
- Damage (dmg) - The amount of damage to deal out.
- Damage Type (damagetype) - Type of damage. One of the following:
- 0 = GENERIC
- 1 = CRUSH
- 2 = BULLET
- 4 = SLASH
- 8 = BURN
- 16 = FREEZE
- 32 = FALL
- 64 = BLAST
- 128 = CLUB
- 256 = SHOCK
- 512 = SONIC
- 1024 = ENERGYBEAM
- 16384 = DROWN
- 32768 = PARALYSE
- 65536 = NERVEGAS
- 131072 = POISON
- 262144 = RADIATION
- 524288 = DROWNRECOVER
- 1048576 = CHEMICAL
- 2097152 = SLOWBURN
- 4194304 = SLOWFREEZE
Flags
- Target Once (1) - Normally the
trigger_env_hurt
will trigger its target every time it hurts something. Setting this flag lets it do this only once. - Start Off (2) - Start the trigger off (needs to be activated to work).
- No clients (8) - The entity won't affect players.
- FireClientOnly (16) - Will hurt anyone, but will only fire its target when it hurts a player.
- TouchClientOnly (32) - Only the player will be hurt.
Notes
- Because it's a duplicate of trigger_hurt, most notes there still applies here.
- If the damage type is "acid", then damage is overriden by 4 multiplied by the player's water level (0 if not in water, 1 if the feet is in water, 2 if the waist is in water and 3 if the head is in water). Damage time is also overriden to 1 second.
- Likewise, if the damage type is "burn", then damage is overriden by 10 multiplied by the player's water level. Damage time is also overriden to 1 second if the player has the protective suit powerup or 0.2 seconds otherwise.