Skip to main content

trigger_hurt

trigger_hurt icon

Mesh Entity

A trigger volume that damages entities that touch it.

Keyvalues

  • Global Entity Name (globalname) <String>
    Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

  • Spawnflags (spawnflags) <Flags>

    • Clients
    • NPCs
    • Projectiles
    • Physics Objects
    • Only player ally NPCs
    • Only clients in vehicles
    • Everything (not including physics debris)
    • Only clients not in vehicles
    • Physics debris
    • Only NPCs in vehicles (respects player ally flag)
    • Correctly account for object mass (trigger_push used to assume 100Kg) and multiple component physobjs (car, blob...)
    • Touch objects in the trigger's hierarchy
  • Filter Name (filtername) <FilterClass>
    Filter to use to see if activator triggers me. See filter_activator_name for more explanation.

  • Start Disabled (StartDisabled) <Boolean>

  • Parent (parentname) <TargetDestination>
    The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

  • Parent Bone/Attachment Name (parentAttachmentName) <ParentAttachment>
    The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity)

  • Use Local Transform (useLocalOffset) <Boolean>
    Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.

  • Local Origin (local.origin) <Vector>
    Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Angles (local.angles) <Angle>
    Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Scale (local.scales) <Vector>
    Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Master (Obsolete) (master) <String>
    Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.

  • Damage (damage) <Integer>
    The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also 'Damage Model' for extra details on how damage can be dealt.

  • Damage Cap (damagecap) <Integer>
    Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag.

  • Damage Type (damagetype) <Choices>

    • GENERIC
    • CRUSH
    • BULLET
    • SLASH
    • BURN
    • VEHICLE
    • FALL
    • BLAST
    • CLUB
    • SHOCK
    • SONIC
    • ENERGYBEAM
    • DROWN
    • PARALYSE
    • NERVEGAS
    • POISON
    • RADIATION
    • DROWNRECOVER
    • CHEMICAL
    • SLOWBURN
    • DISSOLVE
    • SPORE
  • Damage Model (damagemodel) <Choices>
    How damage is dealt. Normal always does the specified amount of damage each half second. Doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch.

    • Normal
    • Doubling w/forgiveness
  • Forgiveness delay (forgivedelay) <Float>
    When doubling with forgiveness, how many seconds the trigger must go without hurting anything before the damage is reset.

  • Zero Damage Force (nodmgforce) <Boolean>
    Should the damaged entity receive no physics force from this trigger.

  • Damage Force Override (damageforce) <Vector>

  • Always think every frame (thinkalways) <Boolean>
    Normally triggers think every half second, in some cases you may need to request it to damage every frame. This is expensive!

Inputs

  • Toggle <Void>
    Toggles this trigger between enabled and disabled states.

  • Enable <Void>
    Enable this entity.

  • Disable <Void>
    Disable this entity.

  • SetParent <TargetDestination>
    Changes the entity's parent in the movement hierarchy.

  • SetParentAttachment <String>
    Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

  • SetParentAttachmentMaintainOffset <String>
    Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

  • ClearParent <Void>
    Removes this entity from the the movement hierarchy, leaving it free to move independently.

  • FollowEntity <String>
    Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge.

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

  • SetDamage <Float>
    Set a new amount of damage for this trigger.

Outputs

  • OnStartTouch <Void>
    Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire.

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.

  • OnStartTouchAll <Void>
    Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered.

  • OnEndTouch <Void>
    Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire.

  • OnEndTouchAll <Void>
    Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered.

  • OnHurt <Void>
    Fired whenever this trigger hurts something other than a player.

  • OnHurtPlayer <Void>
    Fired whenever this trigger hurts a player.