Trigger
Trigger is an invisible volume that detects when entities enter and exit. Trigger derives from Entity so if you have a Trigger you can do any of these functions as well as the functions in Entity. You can do entity:IsA(Trigger) to see if a particular entity variable is a Trigger type entity.
Parent: Entity
Functions
Function Name |
Usage |
Description |
Notes |
IsOverlapping |
bool triggerComponent:IsOverlapping(Entity entity) |
Returns whether a passed in entity is currently within the trigger |
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IsInside |
bool triggerComponent:IsInside(Vector worldPosition) |
Returns whether the point given (world space) is within the bounds of the trigger (whether the trigger is active or not) |
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Parameters
Parameter Name |
Usage |
Description |
Notes |
playersOnly |
bool playersOnly |
Set whether the trigger should only overlap players or all entities. |
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size |
vector size |
The size of the trigger box |
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active |
boolean active |
The trigger box is active |
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interactable |
boolean interactable |
The trigger box is active |
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onTriggerEnter |
Event onTriggerEnter |
Called when this trigger volume is entered by a valid entity, with the Entity passed as an argument, as well as the trigger Entity from which the onTriggerEnter event is sent. An alternative to listening for OnTriggerEnter in a script on the entity. |
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onTriggerExit |
Event onTriggerExit |
Called when this trigger volume is exited by a valid entity, with the Entity passed as an argument, as well as the trigger Entity from which the onTriggerExit event is sent. An alternative to listening for OnTriggerExit in a script on the entity. |
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Overrides
Override Name |
Usage |
Description |
Notes |
new_index |
trigger.var = object value |
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