Grimwar/Entities/trigger multiple
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_tagRequired Tag |
Empty |
Only colliders with this tag activate the trigger. Leave blank to allow any tag. |
allowed_teamsAllowed 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_activatorsAllowed 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_modeLayer 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_setLayer 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_disabledStart Disabled |
false |
Ignore touches until enabled by input. |
wait_secondsWait Seconds |
0.2 |
Seconds between firings while occupied. Use 0.2 for typical triggers; 0 fires every frame. Minimum: 0.
|
delay_secondsDelay Seconds |
0 |
Delay (seconds) before the first OnTrigger after an activator enters. Minimum: 0.
|
fire_onceFire Once |
false |
Disable after the first OnTrigger. |
touching_interval_secondsTouching Interval Seconds |
0 |
Seconds between OnTouching events while occupied. 0 disables them. 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 | 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.