Skip to main content

trigger_lerp_object

trigger_lerp_object icon

Mesh Entity

Object Lerp Trigger

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
    • Pushables
    • 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...)
    • Ignore client's hands
  • 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 Model 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.

  • Model Attachment position offset (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.

  • Model Attachment angular offset (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.

  • Model Attachment 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.

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

  • 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.

  • Lerp Target (lerp_target) <TargetDestination>
    Point entity that specifies the target origin & angles that we should lerp objects to.

  • Lerp Target Attachment (lerp_target_attachment) <String>
    (Optional) Specifies the attachment origin & angles that we should lerp objects to.

  • Duration (lerp_duration) <Float>
    Time it should take to lerp an object to the target.

  • Restore MoveType (lerp_restore_movetype) <Boolean>
    Restore the MoveType for the entity after the lerp has been completed.

  • Lerp Effect (lerp_effect) <ParticleSystem>

  • Lerp Sound (lerp_sound) <String>

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.

  • 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.

  • 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.

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.

  • 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.

  • OnLerpStarted <Void>
    Fired when an object starts lerping to the target.

  • OnLerpFinished <Void>
    Fired when an object finishes lerping to the target.