TouchField
-- Detects entities entering it.
(Is an advanced version of DoorController, with much less performance hit when used on large areas. DoorControllers are simpler, but imprecise and slow if applied to large areas.) (Alen Ladavac)
(Create a touchfield by first dragging an touchfield entity object into the world, select it, then create and add a primitive/brush (dimensioned to the size needed for the touchfield). Suddenly you have the classic green touchfield.) (forager)
(Also, see WatchPlayers, below.)
Touchfields (Iirion Claus)
- are brushes set up by the mapper in order to trigger events by another entity that passes through its space. This is the simplest form of interaction with the player- move to a certain location in order to trigger a certain sequence. Set up the field by dragging the touchfield entity and then adding primitives till you have the wanted size and shape (you can also add spheres and other primitives, not just conuses).
Properties Rundown
Misc
~ Block non-Players. Causes the touchfield to act as a barrier, stopping non-player entities from entering (like a normal WorldBase brush).
~ Players only. Touchfield will only be triggered by a player entering it, not by other entities.
Triggering
~ Enter Event (Event/Target). Event sent when Touchfield is entered by another entity. Notice this is triggered multiple times, because the engine runs through many collision checks every second.
~ Exit Check Time. Values greater than zero will cause the Touchfield to run through a loop, and check whether it was left every amount of seconds. For example, setting this to 0.1 will cause the Touchfield to check whether the entering entity left ten times a second, and once it does, to send the exit event.
~ Exit Event (Event/Target). Event sent when entity leaves the Touchfield.
Notes
~ Touchfields only work when stationary; if the field moves into an entity, then it won't be triggered. A partial solution is using a PlayerWatcher, though as its name implies it only works for players.
~ As mentioned previously, enter events are triggered many times, so it's recommended not to set up something as the direct target of the Touchfield, but rather target a Trigger entity with a short Wait counter with it, and have the trigger target the final sequence. Otherwise you might end up with weird cases like an EnemySpawner triggered multiple times rather than once.