Trigger playermovement: Difference between revisions
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Bug:If trigger is killed while players are touching they will stay in duck, walk or disable jump mode [todo tested in ?]
Bug:
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. [todo tested in ?]
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{{LanguageBar}} | |||
{{CD|CTriggerPlayerMovement|file1=triggers.cpp}} | {{CD|CTriggerPlayerMovement|file1=triggers.cpp}} | ||
__NOTOC__ | __NOTOC__ | ||
{{entity|trigger_playermovement | {{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.}} | ||
==Keyvalues== | |||
== Keyvalues == | |||
{{KV Targetname}} | |||
{{KV Trigger}} | {{KV Trigger}} | ||
== Flags == | |||
{{Fl|1|Clients (in {{l4ds}} survivors and SI)}} | {{Fl|1|Clients (in {{l4ds}} survivors and SI)}} | ||
{{Fl|2|NPCs (in {{l4ds}} commons and witches)}} | {{Fl|2|NPCs (in {{l4ds}} commons and witches)}} | ||
Line 15: | Line 16: | ||
{{fl|128|Disable auto player movement}} | {{fl|128|Disable auto player movement}} | ||
{{fl|2048|Auto-duck while in trigger}} | {{fl|2048|Auto-duck while in trigger}} | ||
{{fl|4096|Auto-walk while in trigger {{ | {{fl|4096|Auto-walk while in trigger|since={{l4d2}}}} | ||
{{fl|8192|Disable jump while in trigger {{l4d2 | {{fl|8192|Disable jump while in trigger|since={{l4d2}}}} | ||
== Inputs == | == Inputs == | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
==See also== | == See also == | ||
* | * {{ent|point_playermoveconstraint}} | ||
* {{ent|trigger_auto_crouch}} | |||
{{sensor brush}} | {{sensor brush}} |
Latest revision as of 15:56, 26 April 2025


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



Keyvalues
- Name (targetname) <string>[ Edit ]
- 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
|
Flags
- (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
)
- Disable jump while in trigger : [8192] (in all games since
)
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.