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Grimwar/Entities/trigger multiple

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All entities

Emit events as accepted objects enter, stay in, and leave a volume.

Placement: Oriented volume.

Set it up

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 VSig and VMod.

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 Only colliders with this tag activate the trigger. Leave blank to allow any tag.
allowed_teams
Allowed Teams
None (0) Allow participants from these teams. None blocks all participants; unassigned pawns and other colliders still follow Allowed Activators. Choices: None (0), Spectate (1), Order (2), Union (4), All (7).
allowed_activators
Allowed Activators
Participants (3) Participants are human or bot pawns. UnassignedPawns have a Pawn component with no participant. 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) Filters physics candidates; Allowed Activators still decides who triggers. Use SDK Layer Set for shared layers such as Item. Choices: Auto From Activators (0), Sdk Layer Set (1), All (2).
layer_hint_set
Layer Hint Set
Participants (3) Layers 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 Ignore touches until enabled by input.
wait_seconds
Wait Seconds
0.2 Seconds between firings while occupied. Use 0.2 for typical triggers; 0 fires every frame. Minimum: 0.
delay_seconds
Delay Seconds
0 Delay (seconds) before the first OnTrigger after an activator enters. Minimum: 0.
fire_once
Fire Once
false Disable after the first OnTrigger.
touching_interval_seconds
Touching Interval Seconds
0 Seconds between OnTouching events while occupied. 0 disables them. 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 execute none Server
Input fire string Server
Input kill none Server
Input reset 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 executed 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
Output trigger 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.