trigger_push
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Bug:
Does not affect Common infected and witches [todo tested in ?]
Note:In
changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".
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CTriggerPush |
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trigger_push
is a brush entity available in all Source games. It is a trigger volume that pushes entities that touch it, except those with a parent.


Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Push Direction (pushdir) <angle>
- Angles indicating the direction to push touched entities.


- Speed of Push (speed) <integer>
- The speed at which to push entities away, in inches / second.
- Scale force for alternate ticks (alternateticksfix) <float>
- If nonzero, scale the force by this amount when running with alternate ticks. This fixes problems with an overly large force due to the longer frametime on when running with
sv_alternateticks 1
. - Trigger on Start Touch (triggeronstarttouch) <boolean> (only in
)
- Trigger on start touch instead of on touch.
- Only Falling Players (OnlyFallingPlayers) <boolean> (in all games since
) (also in
)
- Only affect players if they are falling (and not pressing jump).
- Player fall speed (FallingSpeedThreshold) <float> (in all games since
) (also in
)
- A player must be falling this fast for them to be pushed.
Flags
TriggerPush:
Once Only (possibly means set velocity rather than apply acceleration) : [128]
Affects Ladders (Half-Life 2) : [256]
Correctly account for object mass (trigger_push
used to assume 100Kg) and multiple component physics objects (car, blob...) : [4096] (in all games since )
Inputs
- SetPushSpeed <integer> (only in
)
- Set the push speed in inches / second.
- SetSpeed <integer> (only in
)
- Sets the push speed. Still takes alternate tick keyvalue into account.