trigger_impact
From Valve Developer Community
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; 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:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; 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.
