Trigger vphysics motion: Difference between revisions
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Note:This will not affect objects currently being held in the player's hands or by the gravity gun, but you could easily set up the necessary map logic to make the player drop objects when in contact.
Bug:Players cannot jump when in contact with this brush. [todo tested in ?]
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{{hl2 brush|trigger_vphysics_motion}} | {{hl2 brush|trigger_vphysics_motion}} | ||
It is a [[brush entity]] [[trigger]] that affects the motion of [[VPhysics]] objects that touch its volume. Optionally, it can also create a particle trail. A particle trail, when parented, takes the shape of a model or brush. | |||
{{code class|CTriggerVPhysicsMotion|triggers.cpp}} | {{code class|CTriggerVPhysicsMotion|triggers.cpp}} | ||
{{note|This will not affect objects currently being held in the player's hands or by the gravity gun, but you could easily set up the necessary map logic to make the player drop objects when in contact.}} | |||
{{bug|Players cannot jump when in contact with this brush.}} | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 20:32, 25 May 2018
Template:Hl2 brush It is a brush entity trigger that affects the motion of VPhysics objects that touch its volume. Optionally, it can also create a particle trail. A particle trail, when parented, takes the shape of a model or brush.


Keyvalues
- Start Disabled ([todo internal name (i)]) <boolean>
- Stay dormant until activated (probably with the Enable input).
- Filter Name ([todo internal name (i)]) <filter>
- Filter to use to see if activator triggers me. See filter_activator_name for more explanation.
- Scale gravity of objects in the field. ([todo internal name (i)]) <float>
- Multiply gravity inside the trigger by this amount. Negative values make gravity reversed.
- Additional air density for drag ([todo internal name (i)]) <float>
- Increases air drag. 1000 will produce a thick field of air like the ones seen in some places in the Citadel.
- Max velocity in field (0 disables) ([todo internal name (i)]) <float>
- Limits the maximum speed of an object moving through the trigger. If this is set to below an object's terminal velocity, the object will fall abnormally.
- Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables) ([todo internal name (i)]) <float>
- When an object is going faster than Max velocity in field, gradually reduce the speed of the object by this amount.
- Velocity scale/drag ([todo internal name (i)]) <float>
- Multiplier for velocity. Positive values above 1 will make objects go faster, potentially sending them flying. Negative values, or positive ones smaller than 1, will have effects similar to Additional air density for drag.
- Max angular velocity in field (degrees/s, 0 disables) ([todo internal name (i)]) <float>
- Limits how fast an object can spin inside the trigger.
- Angular Velocity scale/drag ([todo internal name (i)]) <float>
- Multiplier for spinning speeds. Negative values, or positive ones smaller than 1, will have effects similar to Max angular velocity in field.
- Linear force (0 disables) ([todo internal name (i)]) <float>
- Push objects with a certain amount of force.
- Direction of linear force (Pitch Yaw Roll (Y Z X)) ([todo internal name (i)]) <angle>
- The direction that Linear force will push in.
- Particle Trail Material ([todo internal name (i)]) <string>
- Name of a material to use for the particle trail, no name means no particle trail
- Particle Trail Starting Sprite Size ([todo internal name (i)]) <float>
- Starting size of the sprite to emit
- Particle Trail Ending Sprite Size ([todo internal name (i)]) <float>
- Ending size of the sprite to emit
Flags
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- 4096 : Can move (through hierarchical attachment)
Inputs
- SetGravityScale <float >
- Scale gravity of objects in the field.
- SetAdditionalAirDensity <float >
- Additional air density for drag
- SetVelocityLimit <float >
- Max velocity in field.
- SetVelocityLimitDelta <float >
- Max amount to reduce velocity per second
- SetVelocityLimitTime <string >
- Accepts two arguments: the first is the new velocity limit, the second is the time it takes to ramp to that value
- SetVelocityScale <float >
- Velocity scale/drag
- SetAngVelocityLimit <float >
- Max angular velocity in field.
- SetAngVelocityScale <float >
- Angular Velocity scale/drag
- SetLinearForce <float >
- Linear force (0 disables)
- Enable
- Enable the trigger.
- Disable
- Disable the trigger.
- Toggle
- Toggle enable/disable.
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Outputs
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