Point playermoveconstraint: Difference between revisions
		
		
		
		
		
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| {{ | {{Underlinked|date=January 2024}} | ||
| {{entity| | {{LanguageBar}} | ||
| {{CD|CPointPlayerMoveConstraint|file1=point_playermoveconstraint.cpp}} | |||
| {{This is a|point entity|name=point_playermoveconstraint}} When given the<code>TurnOn</code>input, it constrains any players already within a set radius around itself, then slowing them down when they get close to the edge of the radius. | |||
| __NOTOC__ | |||
| == Keyvalues == | == Keyvalues == | ||
| {{KV|Radius|float|intn=radius|Radius to find players to constrain.}} | {{KV Targetname}} | ||
| {{KV|Radius|float|intn=radius|Radius to find players to constrain. (max 16384) | |||
| :{{note|Changing this via [[AddOutput]] is not supported.<br />When this entity spawns, this value is squared, saved elsewhere, and used for the purposes of checking when to stop constraining the player and fire the output.}}}} | |||
| {{KV|Constraint Width|float|intn=width|Width of the constraint edge. This is the distance in which to start slowing players down as they approach the edge of the radius.}} | {{KV|Constraint Width|float|intn=width|Width of the constraint edge. This is the distance in which to start slowing players down as they approach the edge of the radius.}} | ||
| {{KV|Speed Factor|float|intn=speedfactor|Factor applied to the player's max speed as they approach the radius edge.}} | {{KV|Speed Factor|float|intn=speedfactor|Factor applied to the player's max speed as they approach the radius edge.}} | ||
| == Inputs == | == Inputs == | ||
| {{ | {{I|TurnOn|Start constraining any players already within the radius.}} | ||
| {{ | {{I|TurnOff|Stop constraining any players previously constrained.}} | ||
| == Outputs == | == Outputs == | ||
| {{ | {{O|OnConstraintBroken|activator= this entity|caller = the player that broke through the constraint|Fired when a player breaks through the constraint.}} | ||
| == See  | == See also ==   | ||
| *  | * {{ent|trigger_auto_crouch}} | ||
| *  | * {{ent|trigger_playermovement}} | ||
Latest revision as of 08:46, 19 May 2025

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|  Class hierarchy | 
|---|
| CPointPlayerMoveConstraint | 
|  point_playermoveconstraint.cpp | 
point_playermoveconstraint  is a   point entity  available in all  Source games. When given the
 Source games. When given theTurnOninput, it constrains any players already within a set radius around itself, then slowing them down when they get close to the edge of the radius.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Radius (radius) <float>
- Radius to find players to constrain. (max 16384)
 Note:Changing this via AddOutput is not supported. Note:Changing this via AddOutput is not supported.
 When this entity spawns, this value is squared, saved elsewhere, and used for the purposes of checking when to stop constraining the player and fire the output.
- Constraint Width (width) <float>
- Width of the constraint edge. This is the distance in which to start slowing players down as they approach the edge of the radius.
- Speed Factor (speedfactor) <float>
- Factor applied to the player's max speed as they approach the radius edge.
Inputs
- TurnOn
- Start constraining any players already within the radius.
- TurnOff
- Stop constraining any players previously constrained.
Outputs
- OnConstraintBroken
- !activator = this entity
 !caller = the player that broke through the constraint
 Fired when a player breaks through the constraint.
























