Env xen pushpad: Difference between revisions

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{{CDA|CPropXenPushPad|CBaseAnimating|CBaseEntity|}}
[[File:env_xen_pushpad.jpg|thumb|The Xen Trampoline in <code>bm_c2a5g</code>.]]
[[File:env_xen_pushpad.jpg|thumb|The Xen Trampoline in <code>bm_c2a5g</code>.]]
{{this is a|point entity|name=env_xen_pushpad|game=Black Mesa|}} This is [https://combineoverwiki.net/wiki/Alien_Trampoline Xen Trampoline], the [[Xen]] flora that propelling anything who steps onto it into the air. The game uses it as a jump pad that allows the player to jump high. Works with player and physics objects.
{{this is a|model entity|name=env_xen_pushpad|game=Black Mesa|}} This is [https://combineoverwiki.net/wiki/Alien_Trampoline Xen Trampoline], the [[Xen]] flora that propelling anything who steps onto it into the air. The game uses it as a jump pad that allows the player to jump high. Works with player and physics objects.
{{altnames|name1=prop_xen_pushpad|game={{bms12|2}}}}
{{bug|hidetested=1|Doesn't work for players in multiplayer until they jump.}}
{{bug|hidetested=1|It completely ignore any type of [[NPC]], they just go throught this entity. Probably was never implemented on purpose due to possible problems with NPCs navigation.
{{ModernConfirm|You can workaround it with other entities.}}
}}
{{bug|hidetested=1|The model of this entity sometimes disappear in multiplayer for some clients. Fixes sometimes after respawn.
{{todo|Find out how to reproduce this bug.}}
{{workaround|You can workaround, disable entity render via ''Don't Render'' value for ''Render Mode'' property, add {{ent|prop_dynamic}} with disabled collision and add some logic for the idle and jump animations.}}
}}
 
{{note|This entity never solid due to many reasons, just don't care about this issue. Don't try to use combinations with {{ent|prop_dynamic}}, it will be unstable.}}
{{note|For unknown reasons, the impact on ragdolls is extremely weak compared to normal physical objects.}}


Represented by class <code>CPropXenPushPad</code>.
== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}
{{KV|Next Jump Delta|intn=nextjumpdelta|float|Push pad trigger delay. Don't use 0, it may will break the jump pad.}}
{{KV|Next Jump Delta|intn=nextjumpdelta|float|Push pad trigger delay. Don't use 0, it may will break the jump pad.}}
{{KV|Jump Target Name|intn=target|target_destination|The target we will jump towards. Overrides max jump height. Forces this entity to push along a certain trajectory.}}
{{KV|Jump Target Name|intn=target|target_destination|The target we will jump towards. Overrides max jump height. Forces this entity to push along a certain trajectory.}}
Line 16: Line 27:
{{tip|You can use this output and {{ent|misc_marionettist}} to have a trajectory that cannot be deviated from (just like in <code>bm_c4a3a1</code>).}}
{{tip|You can use this output and {{ent|misc_marionettist}} to have a trajectory that cannot be deviated from (just like in <code>bm_c4a3a1</code>).}}
}}
}}
== Bugs/Limitations ==
====Doesn't work with [[NPCs]]====
It completely ignore any type of [[NPC]], they just go throught this entity. Probably was never implemented on purpose due to possible problems with NPCs navigation.
{{ModernConfirm|You can workaround it with other entities.}}
====Disappears in multiplayer====
The model of this entity sometimes disappear, the entity still work however. It seems to be a client side issue, because it can disappear for one player, but not for other players. Fixes sometimes after respawn.
<gallery mode=packed heights=570px>
File:EnvXenPushpadMPBug.jpg| frame |Example in {{code|dm_assaultultimate_b1}}.
</gallery>
{{todo|Find out how to reproduce this bug.}}
{{workaround|You can workaround, disable entity render via ''Don't Render'' value for ''Render Mode'' property, add {{ent|prop_dynamic}} with disabled collision and add some logic for the idle and jump animations.}}
====No collision====
This entity never solid due to many reasons, just don't care about this issue. Don't try to use combinations with {{ent|prop_dynamic}}, it will be unstable.
====Weak ragdoll push====
For unknown reasons, the impact on ragdolls is extremely weak compared to normal physical objects.

Latest revision as of 11:04, 25 June 2025

C++ Class hierarchy
CPropXenPushPad
CBaseAnimating
CBaseEntity
The Xen Trampoline in bm_c2a5g.

env_xen_pushpad is a model entity available in Black Mesa Black Mesa. This is Xen Trampoline, the Xen flora that propelling anything who steps onto it into the air. The game uses it as a jump pad that allows the player to jump high. Works with player and physics objects.

AltNames.pngAltNames: In Black Mesa (mod) Black Mesa (mod), this entity is also tied to prop_xen_pushpad.
Icon-Bug.pngBug:Doesn't work for players in multiplayer until they jump.
Icon-Bug.pngBug:It completely ignore any type of NPC, they just go throught this entity. Probably was never implemented on purpose due to possible problems with NPCs navigation.
Confirm:You can workaround it with other entities.
Icon-Bug.pngBug:The model of this entity sometimes disappear in multiplayer for some clients. Fixes sometimes after respawn.
Todo: Find out how to reproduce this bug.
PlacementTip.pngWorkaround:You can workaround, disable entity render via Don't Render value for Render Mode property, add prop_dynamic with disabled collision and add some logic for the idle and jump animations.
Note.pngNote:This entity never solid due to many reasons, just don't care about this issue. Don't try to use combinations with prop_dynamic, it will be unstable.
Note.pngNote:For unknown reasons, the impact on ragdolls is extremely weak compared to normal physical objects.

Keyvalues

Next Jump Delta (nextjumpdelta) <float>
Push pad trigger delay. Don't use 0, it may will break the jump pad.
Jump Target Name (target) <targetname>
The target we will jump towards. Overrides max jump height. Forces this entity to push along a certain trajectory.
Height Offset (height) <float>
The max jump height.
MuteME (m_bmuteme) <choices>
If yes - the push sound will never be played.
  • 0: No
  • 1: Yes

Outputs

OnTrigger
Fired when jump pad is triggered.
Tip.pngTip:You can use this output and misc_marionettist to have a trajectory that cannot be deviated from (just like in bm_c4a3a1).