nyuuzyou/wikis huggingface dataset:
Trigger asw marine knockback

It knocks away marines touching it.
== Keyvalues ==
; Start Disabled
: Should the trigger start disabled?
; Filter Name
: Name of the filter defining what type of entities can activate this trigger. Mostly unecessary in Alien Swarm.
; Delay Before Reset
: How long after being activated before it can be activated again.
; Knockback velocity
: Velocity given to the thrown back marine.
== Flags ==
* Marines And Aliens
* Pushables
* Physics Objects
* Only Marines
* Everything(not including physics debris)
* Physics debris
* Only NPCs in Vehicles (respects player ally flag)
* Correctly account for object mass(trigger_push used to assume 100kg) and multiple component physobjs (car, blob...)
== Outputs ==
; OnKnockback
: fired when a marine gets knockedback......
== Inputs ==
Trigger asw marine position

It works like a trigger_multiple which also checks the direction they're facing.
== Keyvalues ==
; Start Disabled
: Should the trigger start disabled?
; Filter Name
: Name of the filter defining what type of entities can activate this trigger. Mostly unecessary in Alien Swarm.
; Delay Before Reset
: How long after being activated before it can be activated again.
; Desired facing
: A trigger_multiple which also checks the direction they're facing. up is 90, down is 270, left is 180, right is 360
; Tolerance
: Number of degrees tolerance either side of the desired yaw. ex. point in the general direction up would be 20 so +/-20 degrees tolerance, and desired would be 90
== Flags ==
* Marines And Aliens
* Pushables
* Physics Objects
* Only Marines
* Everything
== Outputs ==
; MarineInposition
: Fired when the marine is looking within the tolerance of the desired facing.
; MarineOutOfPosition
: Fired when the marine looks outside the tolerance of the desired faceing.
; OnUser1 - 4
: Fire the OnUser outputs; see User Inputs and Outputs.
== Inputs ==
; OnUser1 - 4
: Fired in response to the FireUser inputs; see User Inputs and Outputs.
Trigger asw random target

It fires a single random output(chooses from predefined outputs) each time it's entered.
== See also ==
* trigger_asw_chance
== Keyvalues ==
; Start Disabled
: Should the trigger start disabled?
; Filter Name
: Name of the filter defining what type of entities can activate this trigger. Mostly unecessary in Alien Swarm.
; Delay Before Reset
: How long after being activated before it can be activated again.
; Num Outputs
: How many outputs to randomly pick from (from 1 to 6).
== Flags ==
* Marines And Aliens
* Pushables
* Physics Objects
* Only Marines
* Everything(not including physics debris)
* Physics debris
* Only NPCs in vehicles (respects player ally flag)
* Correctly account for object mass (trigger_push used to assume 100Kg) and multiple component physobjs (car,blob...) ToDo: Explain in detail
== Outputs ==
== Inputs ==
Trigger asw supply chatter

It makes marines comment about a supply stash
== Keyvalues ==
; Start Disabled
: Should the trigger start disabled?
; Filter Name
: Name of the filter defining what type of entities can activate this trigger. Mostly unecessary in Alien Swarm.
; Delay Before Reset
: How long after being activated before it can be activated again.
; Supply Type
: The type of objects in the nearby supply stash.
== Flags ==
* Marines And Aliens
* Pushables
* Physics Objects
* Only Marines
* Everything(not including physics debris)
* Physics debris
* Only NPCs in Vehicles (respects player ally flag)
* Correctly account for object mass(trigger_push used to assume 100kg) and multiple component physobjs (car, blob...) TODO: explain better
== Outputs ==
== Inputs ==
Trigger asw synup chatter

It makes Crash or Vegas comment about 'SynUp Cola'.
== Recommendations ==
* For best effect place near an actual 'SynUp Cola' Prop(machine or can).
* The Machine model is found via 'Swarmprops\furniture\sysnupmachinemesh.mdl'
* The Can model is found via 'Swarmprops\miscdeco\synupcan.mdl'
== Keyvalues ==
; Start Disabled
: Should the trigger start disabled?
; Filter Name
: Name of the filter defining what type of entities can activate this trigger. Mostly unecessary in Alien Swarm.
== Flags ==
* Marines And Aliens
* Pushables
* Physics Objects
* Only Marines
* Everything(not including physics debris)
* Physics debris
* Only NPCs in Vehicles (respects player ally flag)
* Correctly account for object mass(trigger_push used to assume 100kg) and multiple component physobjs (car, blob...)
== Outputs ==
== Inputs ==
Trigger bomb reset

==Entity description==
This is an invisible trigger entity that teleports dropped C4 entities to the last feet's position of its previous carriers where a carrier had touched the ground while owning the C4.
* If no such position exists for a C4 entity (i.e. if it has no previous carriers or if none of the previous carriers have touched the ground while carrying it), it is teleported to the map's origin, (0,0,0).
* To prevent infinite resetting, C4 entities are set asleep when teleported by this entity, so they will float.
* While bunnyhopping, the game does not consider a player to be touching the ground.
It is intended to be used in inaccessible areas where a bomb cannot be retrieved.
==Keyvalues==
==Inputs==
==Outputs==
Trigger brush

Deprecated entity during the development of Half-Life 2, its sole difference compared to other entities is that a OnUse output exists.
 
==Keyvalues==
==Inputs==
==Outputs==
===FGD Code===
@SolidClass base(Targetname, Parentname, Global, Inputfilter, EnableDisable) = trigger_brush
[
	DontMessageParent(integer) : "Don't alert parent" : 0 : "When 0 forwards OnStartTouch, OnEndTouch outputs or Use input to parented entity"
	input Use(void) : "Fires the OnUse output."
	output OnUse(void) : "Fired when the Use input is given. "
	output OnStartTouch(void) : "Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire."
	output OnEndTouch(void) : "Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire."
]
== See also ==
*logic_eventlistener
Trigger cdaudio

It plays a specified track either on the CD or in the media folder when the player walks through this entity.
== Keyvalues ==
:
Value	Mp3 file to play
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
==See also==
* , a point entity used for the same purpose
* Soundtrack lists
Category:Half-Life
Category:Half-Life Entities
Category:Level Design
Category:GoldSrc Sound System
Trigger changelevel

Upon being triggered, it will prompt the game to load another level.
==Notes==
Place an info_landmark in both maps to mark the same location in both maps.
The info_landmark must be in the player's PVS when the level change is triggered. If it is not, the level change will fail.
Both info_landmark entities must have the same name. This name must not have any spaces in it. They also must not be inside a solid brush.
Both the landmark name and the map name must be less than 32 characters in length.
Level transitions must be two-way. That is to say, there must be a trigger_changelevel in the next level that points to the current level, as well as the trigger_changelevel taking the player to the next level. If a one-way level transition is desired, simply make this second trigger_changelevel inaccessible to the player (and/or check the Disable Touch flag).
To fire events in the next level, use a trigger output to turn on an env_global in the current level. The entity has a few pre-defined states but you can manually type your own custom state. Create a logic_auto in the next level that checks for the state set by the env_global. Now use the OnChangeLevel output of the logic_auto to trigger events. 
To control which entities go through the level transition, create one or more trigger_transitions and give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
Trigger coop

It keeps track of the number of players touching it.
==Entity description==
A brush entity that counts the number players touching it and fires OnPlayersIn output when the number of players passes the set threshold. It can be set to require a specific number of players, or require a percentage of living players. A HUD element can be shown to all players touching the trigger; displaying the current number of players that are also touching it, out of the total requirement.
==Keyvalues==
:* 0 : Specific Number of players.
:* 1 : Percentage of all living players.
:* 0 : No
:* 1 : Yes
==Flags==
==Inputs==
==Outputs==
==See also==
*List of Synergy's Entities
Category:Level Design
Trigger endsection (GoldSrc)

This entity ends the current game and returns the player to the main menu.
== Key Values ==
:*oem_end_training - takes the player back to the main menu
:*oem_end_logo - same as above
:*oem_end_demo - This was used in the demo. Same as above, but also attempts to open media/order/default.html.
== Flags ==
Category:Half-Life Entities
Trigger environmental audio

A trigger that creates DSP environmental sound effects in it's volume (in HL2 it was using as part of entity).
== Key Values ==
:
Value	Description
0 	Normal (Off)
1 	Generic (Auto)
2 	Metal Small
3 	Metal Medium
4 	Metal Large
5 	Tunnel Small
6 	Tunnel Medium
7 	Tunnel Large
8 	Chamber Small
9 	Chamber Medium
10 	Chamber Large
11 	Bright Small
12 	Bright Medium
13 	Bright Large
14 	Water 1
15 	Water 2
16 	Water 3
17 	Concrete Small
18 	Concrete Medium
19 	Concrete Large
20 	Big 1
21 	Big 2
22 	Big 3
23 	Cavern Small
24 	Cavern Medium
25 	Cavern Large
26 	Weirdo 1
27 	Weirdo 2
28 	Weirdo 3
102 	ROOM EMPTY SMALL BRIGHT
103 	ROOM EMPTY HUGE DULL
104 	ROOM DIFFUSE SMALL BRIGHT
105 	ROOM DIFFUSE HUGE DULL
106 	DUCT EMPTY SMALL BRIGHT
107 	DUCT EMPTY HUGE DULL
108 	DUCT DIFFUSE SMALL BRIGHT
109 	DUCT DIFFUSE HUGE DULL
110 	HALL EMPTY SMALL BRIGHT
111 	HALL EMPTY HUGE DULL
112 	HALL DIFFUSE SMALL BRIGHT
113 	HALL DIFFUSE HUGE DULL
114 	TUNNEL EMPTY SMALL BRIGHT
115 	TUNNEL EMPTY HUGE DULL
116 	TUNNEL DIFFUSE SMALL BRIGHT
117 	TUNNEL DIFFUSE HUGE DULL
118 	STREET EMPTY SMALL BRIGHT
119 	STREET EMPTY HUGE DULL
120 	STREET DIFFUSE SMALL BRIGHT
121 	STREET DIFFUSE HUGE DULL
122 	ALLEY EMPTY SMALL BRIGHT
123 	ALLEY EMPTY HUGE DULL
124 	ALLEY DIFFUSE SMALL BRIGHT
125 	ALLEY DIFFUSE HUGE DULL
126 	COURTYARD EMPTY SMALL BRIGHT
127 	COURTYARD EMPTY HUGE DULL
128 	COURTYARD DIFFUSE SMALL BRIGHT
129 	COURTYARD DIFFUSE HUGE DULL
130 	OPENSPACE EMPTY SMALL BRIGHT
131 	OPENSPACE EMPTY HUGE DULL
132 	OPENSPACE DIFFUSE SMALL BRIGHT
133 	OPENSPACE DIFFUSE HUGE DULL
134 	TUNNEL EMPTY HUGE DULL
== Inputs ==
== Outputs ==
Trigger fall (GoldSrc)

This entity triggers the twirling falling player sequence. The entity doesn't require any setup. When the player comes into contact with it, it immediately activates the falling sequence and causes the player to respawn in the map.
When placing this entity, be careful not to place it anywhere the player could come in contact with it other than when he's fallen to certain death. Even if a player simply walks into this entity, it will activate the falling and respawning.
==Key Values==
This item doesnt have Key Values.
Trigger finale

It acts as trigger for the finale of a campaign and is capable of firing outputs for different stages of the finale.
In most cases, if this entity is represented as a model in the world (like the ham-radio) it would start disabled, because first the players would interact with a tied to a to play an voice line and then enable the actual trigger_finale.
If trigger_finale is not above the finale arena's nav mesh, the end of the escape route will be determined by the center of the all the nav areas marked with FINALE.
== Keyvalues ==
== Inputs ==
== Outputs ==
== See also ==
* info_director
* L4D Level Design/Finale Events Part 1
* L4D Level Design/Nav Flow
* L4D2 vscripts
Trigger gargantua shake

It's a trigger volume that creates shakes from gargantua and randomly push away player in its volume. Works with , if Hint Activity uses st_shake_tower value (used in bm_c2a5i), or if Push input fires.
Represented by class CTriggerGargantuaShake.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
Trigger hurt (GoldSrc)

This entity hurts anyone in its area.
== Key Values ==
:*5 : 5 - if AP fails criteria
:*0: GENERIC
:*1: CRUSH
:*2: BULLET
:*4: SLASH
:*8: BURN
:*16: FREEZE
:*32: FALL
:*64: BLAST
:*128: CLUB
:*256: SHOCK
:*512: SONIC
:*1024: ENERGYBEAM
:*16384: DROWN
:*32768: PARALYSE
:*65536: NERVEGAS
:*131072: POISON
:*262144: RADIATION
:*524288: DROWNRECOVER
:*1048576: CHEMICAL
:*2097152: SLOWBURN
:*4194304: SLOWFREEZE
== Flags ==
Category:Half-Life Entities
Trigger joinspectatorteam

== Entity Description ==
The trigger entity used in Zombie Panic! Source that allows a player to join spectator team.
== Keyvalues ==
== Inputs ==
== Outputs ==
==See also==
* trigger_joinhumanteam
* trigger_joinzombieteam
Category:Entities
Category:Zombie Panic! Source
Category:Zombie Panic! Source Entities
Trigger look

It is used to trigger something when the player looks at something.
It fires OnTrigger when the player looks at a target entity for the given amount of time while within the trigger volume. If the player leaves the trigger or looks away from the target entity, the clock resets.
If the Use Velocity instead of facing spawnflag is checked, the trigger uses the player's velocity instead of the player's view, so it determines whenever the player is moving toward the target entity; this is useful for triggering when players are driving a vehicle at something.
==Keyvalues==
:
==Flags==
==Inputs==
==Outputs==
Category:IO System
==See also==
About the Trigger_Look
Trigger physics trap

A volumetric trigger that disintegrates entities. It is used extensively in Citadel levels of Half-Life 2 within Combine generators and ball spawners. It disintegrates physics objects and enemies that enter it's volume with a selected visual effect.
==Keyvalues==
:* 0 : Energy
:* 1 : Heavy electrical
:* 2 : Light electrical
==Flags==
==Inputs==
==Outputs==
Trigger player activity level

A trigger that manages the players activity level.
== Key Values ==
:
Value	Description
-1 	Nothing
1 	Level 1
2 	Level 2
3 	Level 3
4 	Level 4
5 	Level 5
6 	Level 6
:
Value	Description
-1 	Nothing
1 	Level 1
2 	Level 2
3 	Level 3
4 	Level 4
5 	Level 5
6 	Level 6
:
Value	Description
-1 	Nothing
1 	Level 1
2 	Level 2
3 	Level 3
4 	Level 4
5 	Level 5
6 	Level 6
== Flags ==
== Inputs ==
== Outputs ==
Trigger portal

trigger_portal is an brush entity in the Source base code. It moves touched entity to a target location, changing the model's orientation to match the exit target. It differs from trigger_teleport in that it "reorients physics" and (probably) preserves velocity. It seems to be an early test of the functionality of portals, which was replaced by prop_portal.
==FGD Code==
 @SolidClass base(Trigger, Angles) = trigger_portal :
 	"A trigger volume which teleports touched entities and reorients their physics."
 [
 	RemotePortal(target_destination) : "Remote Portal" : : "The trigger_portal linked to this entity. Entities that touch this entity will be teleported to the Remote Portal."
 
 	//Inputs
 	input SetRemotePortal(string) : "Set the remote portal to the specified trigger_portal."
 ]
==Code Fixes==
Replace line 278 and 302 in trigger_portal.cpp with:
 SetContextThink( &CTriggerPortal::DisabledThink, gpGlobals->curtime + 0.1, TRIGGER_DISABLED_THINK );
Remove lines 33 and 77-79, which should be:
 DECLARE_SERVERCLASS();
 IMPLEMENT_SERVERCLASS_ST( CTriggerPortal, DT_TriggerPortal )
 	SendPropEHandle(SENDINFO(m_hRemotePortal)),
 END_SEND_TABLE()
There is no client class to send this entity handle to, nor is one needed.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
Category:Non-internal entities
Category:Brush Entities
Category:Entities
Trigger portal cleanser

It removes objects and portals when the player touches it. It is used to create the "Material Emancipation Grid" / "Fizzler" particle-field in Portal.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
== See also ==
* Emancipation Grid
* Creating a portal/object fizzler
* trigger_multiple
* Inputs and Outputs
Trigger secret

thumb | right | 400px | This trigger entity helps count the amount of secrets found in the official maps.
 It is a trigger volume that externally functions identical to a trigger_once but marks a secret area so the game can track them, which usually causes ambient/ritual_secret2.mp3 to be played and presents the player with a hud hint, with the tutorial for how to set it up can be found on the secret area tutorial page and a list of all those available in the game by default in the list of secret areas section.
__TOC__
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
Category: Sin Episodes
Trigger softbarrier

==Entity description==
It is a trigger volume that softly slows player velocity in a given direction. This entity was first added in the map de_canals to alert the player that they are reaching a clipped-off area. Unlike trigger_push, you cannot indicate the strength of the 'pusheffect'. You can, however, filter it.
==Keyvalues==
==Flags==
* 128 : Once Only (possibly means set velocity rather than apply acceleration)
* 256 : Affects Ladders (Half-Life 2)
==Inputs==
==Outputs==
Trigger soundscape

It automatically triggers an whenever a player is inside its volume and not triggering any other soundscape entities. Something to take into consideration is that env_soundscape_triggerable will still act like regular env_soundscape which means it can be activated when getting into its line of sight and specified radius, so it should be placed somewhere out of reach of the player if this behavior is undesired.
== Keyvalues ==
:
== Inputs ==
== See also ==
* Soundscape
* 
Category:Sound System
Trigger still

It is used to send a signal when the player stands still in the trigger for long enough.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
==FGD Code==
Sourced from investigations done by TeamSpen, and from a beta branch of TeamSpen's Hammer Addons.
 @SolidClass base(Trigger, Targetname) = trigger_still : 
 	"A trigger volume which detects when the player is standing still inside it for some time."
 [
 	standtime(integer) : "Waiting Time" : 60 : "The amount of time the player must be idle for before the trigger is activated."
 ]
Trigger survival playarea

== Entity Description == 
A trigger volume that defines the bounds of the survival play area. This brush is used for chopper deployment location and other entities like drones use this for spawning at edges of this brush. This brush should be around 1500 units above ground. How far above the ground the brush is doesn't affect deployment height, this seems to be controlled by the game mode itself, it will change your deployment height depending how far down the ground is.
This entity doesn't require any special properties or I/O. Just placing it in the world is enough.
Recommended brush size is 16384x16384. If you want smaller play area you can just use the spawn mask to control the deployment area.
== Keyvalues ==
Trigger teleport

It is a trigger that teleports entities that touch its volume. Entities are teleported to the Remote Destination, and have their angles set to that of the Remote Destination's angles. If a Local Destination Landmark is specified, teleported entities are offset from the target by their initial offset from the landmark, and their angles are left alone.
== Keyvalues ==
:
== Flags ==
== Inputs ==
== Outputs ==
== See also ==
* Teleporters
* 
* 
*
Trigger teleport relative

== Entity description ==
It's a trigger volume that will teleport entities that touch it. Entities are teleported by Offset from the trigger's world-space center. Useful to get objects out of situations where levels or entities suddenly appear intersecting with them. Teleported entities have their velocity set to zero and their angles untouched.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
==See also==
* Teleporters
* trigger_teleport
* info_teleport_destination
Category:Mapbase Entities
Trigger transition

It controls which entities go through a level transition. Trigger_transitions should be named the same as the which is associated with a particular trigger_changelevel. Any entities which are within the trigger_transition brush volume will then go to the next map. The player must also be inside the brush volume.
In , transition triggers can also be used with . In this case, the entity does not need to be named.
__NOTOC__
==Keyvalues==
== See also ==
* Level Transitions
* 
* 
* 
*
Trigger upgrade laser sight

__NOTOC__
 The entity gives laser sight upgrade to players within the volume. For instance, when the volume is disabled, players lose the laser sights given. It is used in the final map of The Passing to automatically equip the L4D1 survivors with laser sights.
== Keyvalues ==
== Flags ==
== Inputs ==
==See also==
* info_l4d1_survivor_spawn
* upgrade_spawn
Trigger usetool (GoldSrc)

This brush entity is used to designate zones for specific equipment in the game.
==Key Values==
* No Tool Here
* Fiber-Optic Camera
* Radio
* Camera
* Blow Torch 
* RC Bomb 
* Bomb Defuse
* Camera
* Radio
* RC Bomb
==Flags==
 
Category:GoldSrc
Category:Condition Zero Deleted Scenes entities
Trigger weapon dissolve

==Entity description==
A brush entity trigger that dissolves weapons forcefully dropped by trigger_weapon_strip within its volume. It is used by the Confiscation Field in both Half-Life 2 and Episode One to dissolve all the player's weapons except the Gravity Gun, supercharging it instead.
For proper functionality, both brush entities must be used.
This entity in Half-Life 2: Deathmatch cannot start it's supercharging sequence of the Gravity Gun, as the gun removes itself even when dropped by trigger_weapon_strip.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
Trigger weapon strip

==Entity description==
A brush entity trigger that makes the player drop all of their weapons.
* Dropped weapons can only be picked up again by interacting with them.
* If "Kill weapons" is set to "Yes", the player's weapons simply disappear; they are not dropped.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
==See also==
* Player_weaponstrip - A Similar point entity.
Trigger weaponfire

It is a volume that fires outputs when an entity with grenade_ prefix (, , , etc.) enters or leaves it. This is the only entity which reacts to entities of this type (other ignore or doesn't work with most of them).
All properties, inputs and outputs are same as . Original FGD also provides all the flags, but none of them will work with this entity.
This entity is very useful for cases, when you need to fire outputs when specified grenade touches trigger. This entity is also useful when you need to do something with specified grenade entity, for example, this is the only way to set right skin for crossbow bolts in multiplayer (for some reason crossbow bolts in multiplayer use the green skin texture when they should use the red skin).
Represented by class CTriggerWeaponFire.