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	<title>Grimwar/Entities/trigger multiple - Revision history</title>
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	<updated>2026-10-21T20:38:58Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://developer.vellocetsoftware.com/w/index.php?title=Grimwar/Entities/trigger_multiple&amp;diff=244&amp;oldid=prev</id>
		<title>DocumentationBot: Version 1</title>
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		<updated>2026-10-01T04:13:05Z</updated>

		<summary type="html">&lt;p&gt;Version 1&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{GameNav}}&lt;br /&gt;
&lt;br /&gt;
[[Grimwar/Entities|All entities]]&lt;br /&gt;
&lt;br /&gt;
{{Entity icon|trigger_multiple|section}}&lt;br /&gt;
&lt;br /&gt;
Emit events as accepted objects enter, stay in, and leave a volume.&lt;br /&gt;
&lt;br /&gt;
Placement: Oriented volume.&lt;br /&gt;
&lt;br /&gt;
== Set it up ==&lt;br /&gt;
&lt;br /&gt;
Set Allowed Teams explicitly: its default None excludes participants. Allowed Activators separately chooses humans, bots, unassigned pawns, and other colliders. Layer hints only narrow physics candidates. start_touch_all fires when occupancy goes from zero to one; end_touch_all fires when the last occupant leaves. fire emits trigger for each occupant. touch_test emits touching or not_touching. reset clears and refreshes occupancy. execute emits a short-lived participant snapshot token for VMods; see [[Grimwar/VSig#Signals shared with VMod|VSig and VMod]].&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
These are the initial authoring values. Script inputs and runtime state are listed separately below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Setting !! Default !! Meaning and choices&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;required_tag&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Required Tag || &amp;lt;code&amp;gt;Empty&amp;lt;/code&amp;gt; || Only colliders with this tag activate the trigger. Leave blank to allow any tag.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;allowed_teams&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Allowed Teams || None (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;) || Allow participants from these teams. None blocks all participants; unassigned pawns and other colliders still follow Allowed Activators. Choices: None (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;), Spectate (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;), Order (&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;), Union (&amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;), All (&amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;allowed_activators&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Allowed Activators || Participants (&amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;) || Participants are human or bot pawns. UnassignedPawns have a Pawn component with no participant. Choices: None (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;), Humans (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;), Bots (&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;), Participants (&amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;), Unassigned Pawns (&amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;), All Pawns (&amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;), Non Pawns (&amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt;), Everything (&amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;layer_hint_mode&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Layer Hint Mode || Auto From Activators (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;) || Filters physics candidates; Allowed Activators still decides who triggers. Use SDK Layer Set for shared layers such as Item. Choices: Auto From Activators (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;), Sdk Layer Set (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;), All (&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;layer_hint_set&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Layer Hint Set || Participants (&amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;) || Layers used when Layer Hint Mode is SDK Layer Set. Choices: None (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;), Pawn (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;), Hitbox (&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;), Participants (&amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;), Item (&amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;), Default (&amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt;), Shield (&amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt;), First Person (&amp;lt;code&amp;gt;32&amp;lt;/code&amp;gt;), Trigger (&amp;lt;code&amp;gt;64&amp;lt;/code&amp;gt;), Ragdoll (&amp;lt;code&amp;gt;128&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;start_disabled&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Start Disabled || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; || Ignore touches until enabled by input.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;wait_seconds&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Wait Seconds || &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; || Seconds between firings while occupied. Use 0.2 for typical triggers; 0 fires every frame. Minimum: &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;delay_seconds&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Delay Seconds || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Delay (seconds) before the first OnTrigger after an activator enters. Minimum: &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;fire_once&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Fire Once || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; || Disable after the first OnTrigger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;touching_interval_seconds&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Touching Interval Seconds || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Seconds between OnTouching events while occupied. 0 disables them. Minimum: &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ignore_nav_mesh&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Ignore Nav Mesh || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; || Exclude this entity from navigation-mesh building. This does not disable its gameplay collision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== VSig contract ==&lt;br /&gt;
&lt;br /&gt;
Use the names below with a ref bound to this entity. The value column describes the catalog value type, not a C# method signature. See [[Grimwar/Entities#Read the reference|Read the reference]] for arguments, authority, and common controls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind !! Member !! Value !! Authority / access&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;enable&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;execute&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;fire&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;reset&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;toggle&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;touch_test&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;disabled&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;end_touch&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;end_touch_all&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;executed&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;killed&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;not_touching&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;start_touch&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;start_touch_all&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;touching&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;trigger&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Property || &amp;lt;code&amp;gt;is_enabled&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bool&amp;lt;/code&amp;gt; || Server; read only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This entity supports operational enable/disable. Repeating the current state does not emit another transition. &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; is permanent for this map load.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimwar entities]]&lt;/div&gt;</summary>
		<author><name>DocumentationBot</name></author>
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