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Point push: Difference between revisions

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(Added pneumatic diversity vent image)
(nofgd, this is a, see also, intn, cleanup, fl)
 
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{{Ent not in fgd}}
{{CD|CPointPush|file1=physobj.cpp}}
[[File:Pneumatic_Diversity_Vent.jpg|thumb|point_push can be used to re-create the [[Diversity Vent|Pneumatic Diversity Vent]] from [[Portal 2]].]]
[[File:Pneumatic_Diversity_Vent.jpg|thumb|point_push can be used to re-create the [[Diversity Vent|Pneumatic Diversity Vent]] from [[Portal 2]].]]
 
{{this is a|point entity|name=point_push|except=Counter-Strike: Global Offensive}} It is a push sphere that will push any physics props or entity that has a movement type set (e.g. NPCs) away from its origin. It will not push parented objects -- so if you want to keep some entities rooted, you can parent them temporarily to something static.
{{base point|point_push}} It is a push sphere that will push any physics props or entity that has a movement type set (e.g. NPCs) away from its origin. It will not push parented objects -- so if you want to keep some entities rooted, you can parent them temporarily to something static.


== Keyvalues ==
== Keyvalues ==
{{KV|Magnitude|float|How strongly to push away from the center.}}
{{KV Targetname}}
{{KV|Magnitude|intn=magnitude|float|How strongly to push away from the center.}}
{{tip|Using a negative value will ''draw'' items ''toward'' the center, creating a "gravity well" effect.}}
{{tip|Using a negative value will ''draw'' items ''toward'' the center, creating a "gravity well" effect.}}
{{KV|Radius|float|Radius to affect items in.}}
{{KV|Radius|intn=radius|float|Radius to affect items in.}}
{{KV|Inner radius|float|If not zero, the LOS is calculated from a point intersecting this sphere.}}
{{KV|Inner radius|intn=inner_radius|float|If not zero, the LOS is calculated from a point intersecting this sphere.}}
{{KV|influencecone|since=P2|nofgd=1|int|The fov of the cone a physics object must be in to be affected by.}}{{confirm|Does it exist in games before Portal 2?}}
{{KV|Cone of Influence|intn=influence_cone|since=P2|nofgd=1|int|The fov of the cone a physics object must be in to be affected by. (present in {{l4d2}} FGD)}}{{confirm|Does it exist in games before Portal 2?}}
{{KV EnableDisable}}
{{KV EnableDisable}}
{{KV Targetname}}
{{KV Angles}}
{{KV Angles}}


== Flags ==
== Flags ==
* 1 : Test LOS before pushing
{{fl|1|Test LOS before pushing}}
* 2 : Use angles for push direction
{{fl|2|Use angles for push direction}}
* 4 : No falloff (constant push at any distance)
{{fl|4|No falloff (constant push at any distance)}}
* 8 : Push players
{{fl|8|Push players}}
* 16 : Push physics
{{fl|16|Push physics}}


== Inputs ==
== Inputs ==
{{I EnableDisable}}
{{I EnableDisable}}
{{I Targetname}}


== Outputs ==
== See Also ==
{{O Targetname}}
* {{ent|trigger_push}}

Latest revision as of 06:12, 26 June 2024

Icon-NotInFGD.png
This entity is not in the Counter-Strike: SourceDay of Defeat: SourceTeam Fortress 2Left 4 Dead FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CPointPush
CPointEntity
CBaseEntity
C++ physobj.cpp
point_push can be used to re-create the Pneumatic Diversity Vent from Portal 2.

point_push is a point entity available in all Source Source games except Counter-Strike: Global Offensive Counter-Strike: Global Offensive. It is a push sphere that will push any physics props or entity that has a movement type set (e.g. NPCs) away from its origin. It will not push parented objects -- so if you want to keep some entities rooted, you can parent them temporarily to something static.

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

Magnitude (magnitude) <float>
How strongly to push away from the center.
Tip.pngTip:Using a negative value will draw items toward the center, creating a "gravity well" effect.
Radius (radius) <float>
Radius to affect items in.
Inner radius (inner_radius) <float>
If not zero, the LOS is calculated from a point intersecting this sphere.
Cone of Influence (influence_cone) <integer> (in all games since Portal 2) !FGD
The fov of the cone a physics object must be in to be affected by. (present in Left 4 Dead 2 FGD)
Confirm:Does it exist in games before Portal 2?
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

Test LOS before pushing : [1]
Use angles for push direction : [2]
No falloff (constant push at any distance) : [4]
Push players : [8]
Push physics : [16]

Inputs

EnableDisable:

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

See Also