Trigger catapult: Difference between revisions
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(More data) |
(Updated with data from the official portal2.fgd) |
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Also, I think that may be some link kv for the model.--> | Also, I think that may be some link kv for the model.--> | ||
== Keyvalues == | ==Keyvalues== | ||
{{KV Trigger}} | {{KV Trigger}} | ||
{{KV| | {{KV|Player Speed|float|Speed at which to launch the players (u/sec)}} | ||
{{KV| | {{KV|Physics Object Speed|float|Speed at which to launch physics objects (u/sec)}} | ||
{{KV| | {{KV|Use Threshold Check|boolean}} | ||
{{KV| | {{KV|Entry Angle Tolerance|float|Flung object's velocity must be pointing this much at the target. Specify a value between [-1...1] 1 means exactly, 0 means within 180 degrees -1 means any angle is accepted. This is only used if Use Threshold Check is set to yes.}} | ||
{{KV| | {{KV|Use Exact Velocity|boolean|Try to fling exactly at the speed specified - this prevents the added upward velocity from a launch target.}} | ||
{{KV| | {{KV|Exact Solution Method|choices|Using exact velocity generates two correct solutions. Use this to force which one you choose.}} | ||
{{KV| | :* 0 : Best | ||
{{KV| | :* 1 : Solution One | ||
{{KV|Launch | :* 2 : Solution Two | ||
{{KV| | {{KV|Lower Threshold|float|Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .15) This is only used if Use Threshold Check is set to yes.}} | ||
{{KV| | {{KV|Upper Threshold|float|Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .30) This is only used if Use Threshold Check is set to yes.}} | ||
{{KV| | {{KV|Launch direction|angle|Direction to launch the player in.}} | ||
{{KV|Launch target|target_destination|Entity to try to 'hit' when we're launched.}} | |||
{{KV|Only check velocity|boolean|Only check velocity of the touching object - don't actually catapult it. Use in conjunction with OnCatapulted to create velocity checking triggers. Only works when Use Threshhold Check is enabled.}} | |||
{{KV|Apply angular impulse|boolean|If a random angular impulse should be applied to physics objects being catapulted.}} | |||
{{KV|Air Control SupressionTime|float|[Launch by target only!]If greater than zero, supress player aircontrol for this number (in seconds). If less than zero use the default (quarter second).}} | |||
== Flags == | ==Flags== | ||
{{Fl Trigger}} | {{Fl Trigger}} | ||
== Inputs == | ==Inputs== | ||
{{I Trigger}} | {{I Trigger}} | ||
== Outputs == | ==Outputs== | ||
{{O Trigger}} | {{O Trigger}} | ||
{{IO|OnCatapulted|The object has been launched.}} |
Revision as of 02:41, 11 May 2011

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Entity Description
Used to launch the player into the air.
Keyvalues
|
- Physics Object Speed ([todo internal name (i)]) <float>
- Speed at which to launch physics objects (u/sec)
- Entry Angle Tolerance ([todo internal name (i)]) <float>
- Flung object's velocity must be pointing this much at the target. Specify a value between [-1...1] 1 means exactly, 0 means within 180 degrees -1 means any angle is accepted. This is only used if Use Threshold Check is set to yes.
- Use Exact Velocity ([todo internal name (i)]) <boolean>
- Try to fling exactly at the speed specified - this prevents the added upward velocity from a launch target.
- Exact Solution Method ([todo internal name (i)]) <choices>
- Using exact velocity generates two correct solutions. Use this to force which one you choose.
- 0 : Best
- 1 : Solution One
- 2 : Solution Two
- Lower Threshold ([todo internal name (i)]) <float>
- Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .15) This is only used if Use Threshold Check is set to yes.
- Upper Threshold ([todo internal name (i)]) <float>
- Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .30) This is only used if Use Threshold Check is set to yes.
- Launch target ([todo internal name (i)]) <targetname>
- Entity to try to 'hit' when we're launched.
- Only check velocity ([todo internal name (i)]) <boolean>
- Only check velocity of the touching object - don't actually catapult it. Use in conjunction with OnCatapulted to create velocity checking triggers. Only works when Use Threshhold Check is enabled.
- Apply angular impulse ([todo internal name (i)]) <boolean>
- If a random angular impulse should be applied to physics objects being catapulted.
- Air Control SupressionTime ([todo internal name (i)]) <float>
- [Launch by target only!]If greater than zero, supress player aircontrol for this number (in seconds). If less than zero use the default (quarter second).
Flags
|
Inputs
|
Outputs
|
- OnCatapulted
- The object has been launched.