Nuclide
Software Development Kit for id Tech
point_trigger Class Reference

Server-Entity: Radius Based Trigger. More...

Inheritance diagram for point_trigger:
NSPointTrigger

Public Member Functions

void point_trigger (void)
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to NSIO::SpawnKey but for save-game fields. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Spawned (void)
 Called when the entity is fulled initialized. More...
 
virtual void Respawn (void)
 Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
 
virtual void Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 
virtual void Touch (entity)
 Called whenever we're touching another entity. More...
 
virtual void EndTouch (entity)
 Called when we stopped touching the last touched entity. More...
 
nonvirtual bool WillThisTrigger (entity)
 Returns if this trigger will work with the activator filtered by spawnflags. More...
 

Detailed Description

Server-Entity: Radius Based Trigger.

QUAKED point_trigger (1 0 0) (-8 -8 -8) (8 8 8) CLIENT NPC PUSHABLE PHYS ALLIES VEHPLAYER ALL x x NOVEHCL

OVERVIEW

Point based trigger. Define a radius and it will fire its targets when an entity touches it within that radius.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "TriggerOnce" : Either 0 (Multiple) or 1 (Once).
  • "TriggerRadius" : Radius in Quake units.

INPUTS

  • "Toggle" : Toggles it between disabled and enabled states.

OUTPUTS

  • "OnStartTouch": Triggered when something starts touching this volume
  • "OnEndTouchAll": Triggered when nothing touched the entity no more

SPAWNFLAGS

  • CLIENT (1) : Make this explosion purely decorative, without radius damage.
  • NPC (2) : Makes this explosion triggerable more than once.
  • PUSHABLE (4) : Spawn no fireball.
  • PHYS (8) : Spawn no smoke.
  • ALLIES (16) : Leave no decal upon explosion.
  • VEHPLAYER (32) : Don't spawn any sparks upon exploding.
  • ALL (64) : Don't spawn any sparks upon exploding.
  • NOVEHCL (512) : Don't spawn any sparks upon exploding.

TRIVIA

This entity was introduced in Obsidian Conflict (2006).

Constructor & Destructor Documentation

◆ point_trigger()

void point_trigger::point_trigger ( void  )

Member Function Documentation

◆ EndTouch()

void point_trigger::EndTouch ( entity  eToucher)
virtual

Called when we stopped touching the last touched entity.

Reimplemented from NSTrigger.

◆ Input()

void point_trigger::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from NSEntity.

◆ Respawn()

void point_trigger::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from NSPointTrigger.

◆ Restore()

void point_trigger::Restore ( string  strKey,
string  strValue 
)
virtual

Similar to NSIO::SpawnKey but for save-game fields.

Whatever you write into file handles within your NSIO::Save() method needs to be read back in here.

Reimplemented from NSPointTrigger.

◆ Save()

void point_trigger::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the NSIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from NSPointTrigger.

◆ Spawned()

void point_trigger::Spawned ( void  )
virtual

Called when the entity is fulled initialized.

Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned(); inside your method when overriding.

Reimplemented from NSEntity.

◆ SpawnKey()

void point_trigger::SpawnKey ( string  strKey,
string  strValue 
)
virtual

This method handles entity key/value pairs on map load.

You can easily convert the strValue parameter using the ReadFloat etc. methods that are part of NSIO.

Reimplemented from NSPointTrigger.

◆ Touch()

void point_trigger::Touch ( entity  eToucher)
virtual

Called whenever we're touching another entity.

Reimplemented from NSTrigger.

◆ Trigger()

void point_trigger::Trigger ( entity  act,
triggermode_t  state 
)
virtual

Called whenever we're legacy triggered by another object or function.

Reimplemented from NSTrigger.

◆ WillThisTrigger()

bool point_trigger::WillThisTrigger ( entity  eAct)

Returns if this trigger will work with the activator filtered by spawnflags.


The documentation for this class was generated from the following file: