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Grimwar/Entities/trigger hurt

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All entities

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_tag
Required Tag
Empty Optional tag filter. If set, only colliders with this tag are processed.
allowed_teams
Allowed Teams
All (7) Optional team mask filter for participant-owned activators. Choices: None (0), Spectate (1), Order (2), Union (4), All (7).
allowed_activators
Allowed 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_mode
Layer 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_set
Layer 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_disabled
Start Disabled
false Start disabled (won't process touching entities) until enabled by input.
damage
Damage
10 Damage dealt each tick. Negative values heal instead of damaging.
damage_interval_seconds
Damage Interval Seconds
0.5 Seconds between damage/heal ticks while touching. Minimum: 0.01.
model
Model
Normal (0) How per-target damage changes over time while continuously touching. Choices: Normal (0), Doubling With Forgiveness (1).
damage_cap_per_second
Damage Cap Per Second
0 Maximum damage per second for DoublingWithForgiveness. 0 means uncapped. Minimum: 0.
ignore_nav_mesh
Ignore 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.