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Trigger playermovement: Difference between revisions

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{{base brush|trigger_playermovement}} It can be used to control players' movement options, for instance by automatically ducking or forcing walking speed.
{{LanguageBar}}
{{sensor brush}}
{{CD|CTriggerPlayerMovement|file1=triggers.cpp}}
__NOTOC__
{{This is a|brush entity|name=trigger_playermovement}} It can be used to control player's movement options, for instance by automatically ducking or forcing walking speed.
{{bug|If trigger is killed while players are touching they will stay in duck, walk or disable jump mode}}
{{bug|{{tf2}}Players will remain stuck in duck, walk, or disable jump mode if they die within the volume and the round subsequently resets.  This behavior is not removed until the player enters and exits the trigger volume again after respawning.  Untested in other games, but you should probably not use this entity in a place where players could die while touching it shortly before round reset.}}


==See also==
== Keyvalues ==
* [[point_playermoveconstraint]]
{{KV Targetname}}
 
==Keyvalues==
{{KV Trigger}}
{{KV Trigger}}


==Flags==
== Flags ==
* 16 : (OBSOLETE, Uncheck me)
{{Fl|1|Clients (in {{l4ds}} survivors and SI)}}
* 128 : Disable auto player movement
{{Fl|2|NPCs (in {{l4ds}} commons and witches)}}
* 2048 : Auto-duck while in trigger
{{fl|16|(OBSOLETE, Uncheck me)}}
* 4096 : Auto-walk while in trigger {{L4D add}}
{{fl|128|Disable auto player movement}}
* 8192 : Disable jump while in trigger {{l4d2 add}}
{{fl|2048|Auto-duck while in trigger}}
{{fl|4096|Auto-walk while in trigger|since={{l4d2}}}}
{{fl|8192|Disable jump while in trigger|since={{l4d2}}}}


{{Fl Trigger}}
== Inputs ==
{{I EnableDisable}}


==Inputs==
== See also ==
{{I Trigger}}
* {{ent|point_playermoveconstraint}}
* {{ent|trigger_auto_crouch}}


==Outputs==
{{sensor brush}}
{{O Trigger}}

Latest revision as of 15:56, 26 April 2025

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C++ Class hierarchy
CTriggerPlayerMovement
CBaseTrigger
CBaseToggle
CBaseEntity
C++ triggers.cpp

trigger_playermovement is a brush entity available in all Source Source games. It can be used to control player's movement options, for instance by automatically ducking or forcing walking speed.

Icon-Bug.pngBug:If trigger is killed while players are touching they will stay in duck, walk or disable jump mode  [todo tested in ?]
Icon-Bug.pngBug:Team Fortress 2Players will remain stuck in duck, walk, or disable jump mode if they die within the volume and the round subsequently resets. This behavior is not removed until the player enters and exits the trigger volume again after respawning. Untested in other games, but you should probably not use this entity in a place where players could die while touching it shortly before round reset.  [todo tested in ?]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Flags

Clients (in Left 4 Dead seriesLeft 4 Dead series survivors and SI) : [1]
NPCs (in Left 4 Dead seriesLeft 4 Dead series commons and witches) : [2]
(OBSOLETE, Uncheck me) : [16]
Disable auto player movement : [128]
Auto-duck while in trigger : [2048]
Auto-walk while in trigger : [4096] (in all games since Left 4 Dead 2)
Disable jump while in trigger : [8192] (in all games since Left 4 Dead 2)

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

See also