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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
*