trigger_hurt
Last edited 4 months ago2024-08-22 14:16:52 UTC
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This entity hurts players and NPCs in its area.
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).
- Damage (dmg) - The amount of damage to deal out per second.
- Damage Type (damagetype) - Type of damage. Any* 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_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
- A
trigger_hurt
will perform a hit every 0.5 seconds. That's 120 hits per minute. The amount is 0.5x dmg per hit.
- You can stack multiple damage types by adding the values of damagetype. For example, a value of 24 deals both burn (8) and freeze (16) damage. In Hammer, turn off SmartEdit to add your own value. In J.A.C.K., just type the value over the list box. Note that dmg does not stack.
- The value of dmg means that, from it, 10% goes toward HP and 20% goes toward HEV; 50% goes toward HP if HEV/Armor is at 0. For example, a value of "380" instantly kills a target with 100 HP and 45 armor.
- Blast, on the other hand, inflicts 0.4*dmg towards armor rather than 0.2*dmg.
- In addition to the main damage, Poison will linger for about 10 seconds causing 5-6 secondary damage hits, totalizing -5 armor, and -12 HP if unarmored. The duration of this effect will be cut in half if the player possesses an antidote.
- HP will not be decreased if dmg is 0 or 1. However, armor will start to decrease from 1; slowly if the value is lower than 4.
- As long as armored still, HP will only start to decrease if dmg has a value higher than 9.
- Drown and Fall are the only types of damage which do not decrease armor and so will directly cause half the dmg over HP.
- When dmg is set to 0, Poison is the only type of damage that can decrease armor due to its "secondary damage".
- Burn/Slowburn, Freeze/Slowfreeze, Shock, Drown, Nervegas, Poison, Radiation, and Chemical, all of these have a HUD sprite, the rest don't.
- In a radius of ~1536 units, Radiation produces an SFX similar to the "beeps" of devices used to measure radiation level in real life, though it can only be heard on
deathmatch 1
, regardless of "Start Off".
- Glitch - The sprite of each type of damage being triggered at one go will stack up in the HUD; none will disappear until you stop being hurt. Moreover, the sprite-less damage types might begin to draw from existing ones (for example, Generic damage can render an "O²" from Drown instead of nothing).
- Very high damage points over health points can instantly gib the player.
- Negative dmg value will increase health.
- Health/Armor points do have a hidden decimal. An effective damage hit below 1 may appear to not move the displayed HP/AP points until several hits.
- For NPCs, they only take damage when they move inside
trigger_hurt
. They don't take damage when they stand idle in it.
Team Fortress Classic only
Attributes
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- Targetname of teamcheck goal (teamcheck) - Using this in conjunction with an info_tf_teamcheck allows you to switch the entity's team allegiance when the info_tf_teamcheck changes its team setting. The team_no property must be set to Any (0) if you use this value.
- Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.
- Has item from group # (h_i_g) - The player must be carrying any item from this group to use this entity. Set 0 to ignore this criterion.
- Hasn't item from group # (hasnt_item_from_group) - To use this entity, the player must not be carrying any item from this group. Set 0 to ignore this criterion.
- If item # has moved (if_item_has_moved) - A player can only use the entity if this item is not in its original spawn location. Set 0 to ignore this criterion.
- If item # hasn't moved (if_item_hasnt_moved) - A player can only use the entity if this item is in its original spawn location. Set 0 to ignore this criterion.
- If goal # active (if_goal_is_active) - Players can only use the entity if this goal is in the active state. Set 0 to ignore this criterion.
- If goal # inactive (if_goal_is_inactive) - Players can only use the entity if this goal is in the inactive state. Set 0 to ignore this criterion.
- If goal # removed (if_goal_is_removed) - Players can only use the entity if this goal is in the removed state. Set 0 to ignore this criterion.
- If group # active (if_group_is_active) - A player can only use the entity if all the goals in this group are in the active state. Set 0 to ignore this criterion.
- If group # inactive (if_group_is_inactive) - A player can only use the entity if all the goals in this group are in the inactive state. Set 0 to ignore this criterion.
- If group # removed (if_group_is_removed) - A player can only use the entity if all the goals in this group are in the removed state. Set 0 to ignore this criterion.
- 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.
- Name (targetname) (targetname)
- Team allowed to activate entity (team_no)
- Player class allowed to activate entity (playerclass)
- Goal Activation bitfields (g_a)
- Death type (deathtype)
- Damage (dmg)
- Damage Type (damagetype)
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