trigger_hurt
Last edited 5 years ago2019-05-05 10:26:36 UTC
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Brush EntityThis entity hurts anyone 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). 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:<BR>
<TABLE BORDER="0" CELLPADDING="5" CELLSPACING="0" WIDTH="100%" ALIGN="center"> <TR><TD>
0 = GENERIC<BR>
1 = CRUSH<BR>
2 = BULLET<BR>
4 = SLASH<BR>
8 = BURN<BR>
16 = FREEZE<BR>
32 = FALL<BR>
</TD><TD>
64 = BLAST<BR>
128 = CLUB<BR>
256 = SHOCK<BR>
512 = SONIC<BR>
1024 = ENERGYBEAM<BR>
16384 = DROWN<BR>
32768 = PARALYSE<BR>
</TD><TD>
65536 = NERVEGAS<BR>
131072 = POISON<BR>
262144 = RADIATION<BR>
524288 = DROWNRECOVER<BR>
1048576 = CHEMICAL<BR>
2097152 = SLOWBURN<BR>
4194304 = SLOWFREEZE<BR>
</TD></TR></TABLE>
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.
Inputs
Outputs
Notes
- Negative values will increase health
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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