trigger_impact

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This is a brush entity available in all Source games.

Contents

Entity Description

A trigger volume that can be told to push all physics objects that are inside of it in the direction specified by this trigger's angles. Also outputs the force at the time of impact for anyone else that wants to use it.

In code it is represented by class CTriggerImpact, defined in triggers.cpp.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Origin:

Origin <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • Magnitude
<float> The strength of the impact. Negative values reverse the direction.
  • noise
<float> The amount of directional noise (0-1). 0 = no noise, 1 = random direction.
  • viewkick
<float> The amount to kick player's view if the player is in the trigger. Proportional to magnitude (0-1).

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Impact <float>
Fire the impact, pushing all entities within the volume.
  • SetMagnitude <float>
Set the magnitude of the impact.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • ImpactForce <string>
Fired after an impact. The parameter passed along is the force of the impact that was generated.
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