Grimwar/Entities/trigger hurt
Damage or heal accepted occupants at an interval.
Placement: Oriented volume.
Set it up
Set Allowed Activators, Allowed Teams, and any Required Tag before choosing Damage and Damage Interval Seconds. Negative damage heals. Doubling With Forgiveness increases per-target damage while occupied; set a cap if needed. hurt_player identifies a player-health target, while hurt covers another damageable. set_damage also resets the current doubling values.
Settings
These are the initial authoring values. Script inputs and runtime state are listed separately below.
| Setting | Default | Meaning and choices |
|---|---|---|
required_tagRequired Tag |
Empty |
Optional tag filter. If set, only colliders with this tag are processed. |
allowed_teamsAllowed Teams |
All (7) |
Optional team mask filter for participant-owned activators. Choices: None (0), Spectate (1), Order (2), Union (4), All (7).
|
allowed_activatorsAllowed Activators |
Everything (15) |
Which activator categories can be affected. Participants are pawns controlled by humans or bots. Choices: None (0), Humans (1), Bots (2), Participants (3), Unassigned Pawns (4), All Pawns (7), Non Pawns (8), Everything (15).
|
layer_hint_modeLayer Hint Mode |
Auto From Activators (0) |
Physics broad-phase hint only. Gameplay correctness still uses semantic activator filters. Use SDK Layer Set for deterministic cross-project hints like Item. Choices: Auto From Activators (0), Sdk Layer Set (1), All (2).
|
layer_hint_setLayer Hint Set |
Participants (3) |
Canonical SDK layer set used when Layer Hint Mode is SDK Layer Set. Choices: None (0), Pawn (1), Hitbox (2), Participants (3), Item (4), Default (8), Shield (16), First Person (32), Trigger (64), Ragdoll (128).
|
start_disabledStart Disabled |
false |
Start disabled (won't process touching entities) until enabled by input. |
damageDamage |
10 |
Damage dealt each tick. Negative values heal instead of damaging. |
damage_interval_secondsDamage Interval Seconds |
0.5 |
Seconds between damage/heal ticks while touching. Minimum: 0.01.
|
modelModel |
Normal (0) |
How per-target damage changes over time while continuously touching. Choices: Normal (0), Doubling With Forgiveness (1).
|
damage_cap_per_secondDamage Cap Per Second |
0 |
Maximum damage per second for DoublingWithForgiveness. 0 means uncapped. Minimum: 0.
|
ignore_nav_meshIgnore Nav Mesh |
false |
Exclude this entity from navigation-mesh building. This does not disable its gameplay collision. |
VSig contract
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 Read the reference for arguments, authority, and common controls.
| Kind | Member | Value | Authority / access |
|---|---|---|---|
| Input | disable |
none |
Server |
| Input | enable |
none |
Server |
| Input | kill |
none |
Server |
| Input | reset |
string |
Server |
| Input | set_damage |
string |
Server |
| Input | toggle |
none |
Server |
| Input | touch_test |
string |
Server |
| Output | disabled |
none |
Server |
| Output | enabled |
none |
Server |
| Output | end_touch |
string |
Server |
| Output | end_touch_all |
string |
Server |
| Output | hurt |
string |
Server |
| Output | hurt_player |
string |
Server |
| Output | killed |
none |
Server |
| Output | not_touching |
string |
Server |
| Output | start_touch |
string |
Server |
| Output | start_touch_all |
string |
Server |
| Output | touching |
string |
Server |
| Property | is_enabled |
bool |
Server; read only |
This entity supports operational enable/disable. Repeating the current state does not emit another transition. kill is permanent for this map load.