Trigger catapult: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Just blindly guessing here.)
 
m (Added keyvalues and corrected some templates)
Line 1: Line 1:
{{portal2 brush|trigger_catapult}}
{{portal2 brush|trigger_catapult}}


{{stub}}
{{screenshot}}
{{screenshot}}


==Entity Description==
Used to launch the player into the air.
Used to launch the player into the air.
<!-- A commentary node says that there are different strengths for players and other objects.
<!-- A commentary node says that there are different strengths for players and other objects.
There is also some console command to debug these. Steal it from said commentary node?
There is also some console command to debug these. Steal it from said commentary node?
Line 10: Line 11:


== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}
{{KV Origin}}
{{KV Origin}}
{{KV Targetname}}
{{KV Trigger}}
; Upper Threshold {{KV Type|float}}
: {{todo}}
; Player Speed {{KV Type|integer}}
: The speed at which the player is launched.
; Air Control Supression Time {{KV Type|float}}
: {{todo}}
; Physics Speed {{KV Type|integer}}
: The speed at which objects (except the player) are launched.
; Apply Angular Impulse {{KV Type|bool}}
: {{todo}}
; Entry Angle Tolerance {{KV Type|float}}
: {{todo}}
; Launch Direction {{KV Type|angle}}
: {{todo}}
; Lower Threshold {{KV Type|float}}
: {{todo}}
; Launch Target {{KV Type|target_destination}}
: {{todo}}
; Use Threshold Check {{KV Type|bool}}
: {{todo}}
; Use Exact Velocity {{KV Type|bool}}
: {{todo}}
; Exact Velocity Choice Type {{KV Type|choices}}
: {{todo}}


== Flags ==
== Flags ==
{{Fl TriggerOnce}}
{{Fl Trigger}}


== Inputs ==
== Inputs ==
{{I TriggerOnce}}
{{I Trigger}}


== Outputs ==
== Outputs ==
{{O TriggerOnce}}
{{O Trigger}}
 
{{stub}}

Revision as of 11:56, 3 May 2011

Template:Portal2 brush

Stub

This article or section is a stub. You can help by expanding it.

Nuvola apps ksnapshot.png
This article or section needs a screenshot to help visually convey the subject.
You can upload screenshots at Special:Upload. For help, see Help:Images.

Entity Description

Used to launch the player into the air.

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

Origin:

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Upper Threshold <float>
[Todo]
Player Speed <integer>
The speed at which the player is launched.
Air Control Supression Time <float>
[Todo]
Physics Speed <integer>
The speed at which objects (except the player) are launched.
Apply Angular Impulse <boolean>
[Todo]
Entry Angle Tolerance <float>
[Todo]
Launch Direction <angle>
[Todo]
Lower Threshold <float>
[Todo]
Launch Target <targetname>
[Todo]
Use Threshold Check <boolean>
[Todo]
Use Exact Velocity <boolean>
[Todo]
Exact Velocity Choice Type <choices>
[Todo]

Flags

BaseTrigger
Everything (not including physics debris) : [64]
Clients (Survivors, Special Infected, Tanks Left 4 Dead seriesLeft 4 Dead series) : [1]
Only clients in vehicles : [32]
Only clients *not* in vehicles : [512]
Disallow Bots (removed since Left 4 Dead) : [4096]
NPCs (Common Infected, Witches Left 4 Dead seriesLeft 4 Dead series) : [2]
Only player ally NPCs : [16]
Only NPCs in vehicles (respects player ally flag) : [2048]
Physics Objects (not including physics debris) : [8]
Physics debris (include also physics debris) : [1024]
Pushables (Passes entities with classname func_pushable) : [4] Obsolete
Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable.

Inputs

BaseTrigger
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Icon-Bug.pngBug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Half-Life 2)
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 MultiplayerTeam Fortress 2 branch)
Disables this trigger and calls EndTouch on all currently-touching entities.

Outputs

BaseTrigger
OnStartTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger.
OnStartTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity stops touching this trigger.
Note.pngNote:Will also fire for entities touching it when trigger is disabled via Disable input
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
OnEndTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.