DXTriggerHurt Entity

The DXTriggerHurt entity applies continuous damage to actors within its bounds at specified intervals. Ideal for hazards such as environmental traps, damaging fields, or hazardous areas.

Example of trigger hurt usage Example of usage - hazardous water

Hurt Properties

  • Damage Type
    Defines the type of damage applied (e.g., fire, electric, crushing).

  • Random Damage
    Enables randomization of damage within the specified range.

  • Damage Range
    Specifies the minimum and maximum damage applied when random damage is enabled.

  • Damage Amount
    Fixed amount of damage applied per interval when random damage is disabled.

  • Damage Interval
    Interval (in seconds) between consecutive damage applications.

  • Override Damage Force
    Enables applying a specific force upon damaging an actor.

  • Damage Force
    The vector force applied to an actor upon damage if overriding damage force is enabled.

Inherited Properties (from DXBaseTrigger)

  • Is Enabled
  • Trigger Only Once
  • Next Trigger Delay

General Filters

  • Everything
  • Players
  • Physics
  • NPCs

Events

  • OnDamageApplied
    Triggered each time damage is applied to an actor within the trigger area.

  • OnStartTouch (Inherited)
    Fired when an actor starts overlapping the trigger area.

  • OnEndTouch (Inherited)
    Fired when an actor stops overlapping the trigger area.

Inputs (Callable Actions)

  • Set New Hurt Properties
    Dynamically changes the hurt properties during gameplay.

Usage Notes

Place DXTriggerHurt entities in areas intended to damage actors, such as hazards like spikes, toxic pools, or electric fields.