CTriggerMultiple

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Code classes:

CTriggerMultiple is a code class present in all Source games.

Classnames:

  • trigger_multiple - Standard, most common entity for trigger logic. Simply fires outputs.

Bug: Does not detect stationary (sleeping) physics objects.

Note: L4d2-small.pngtrigger_multiples that are compiled into entity groups are converted to the entity script_trigger_multiple.

Keyvalues[edit | edit source]

Delay Before Reset (wait) <float>
Time after being activated before OnTrigger can fire again. -1 means it will never fire the output again. If zero, defaults to 0.2.
Entire Team Number (entireteam) <choices> (only available in L4d.pngL4d2-small.png)
If every member of a specific team is inside this trigger, OnEntireTeamStartTouch and OnEntireTeamEndTouch will fire at appropriate times.
  • 0: None
  • 2: Survivor
  • 3: Infected
Incapacitated players can trigger (allowincap) <boolean> (only available in L4d.pngL4d2-small.png)
Allows knocked-down players to activate the trigger.
Ghost players can trigger (allowghost) <boolean> (only available in L4d.pngL4d2-small.png)
Allows unspawned infected players in Versus mode to activate the trigger.

Outputs[edit | edit source]

OnTrigger
Fires whenever a valid entity is inside the trigger (potentially continuously). The trigger will wait until Delay Before Reset is over before firing this output again.
OnEntireTeamStartTouch  (only available in L4d.pngL4d2-small.png)
Fires when every member of the team specified in Entire Team Number is touching the trigger.
OnEntireTeamEndTouch  (only available in L4d.pngL4d2-small.png)
Fires when the trigger is no long being touched by every member of the team specified in Entire Team Number.