Point playermoveconstraint: Difference between revisions

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m (doesn't seem like it functions in l4d2)
m (works in l4ds,; reclarifird description)
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{{base point|point_playermoveconstraint}} It constrains players to a radius around itself, slowing them down the closer they get to the edge of the radius.
{{base point|point_playermoveconstraint}} When given the<code>TurnOn</code>input, it constrains players within a set radius around itself, then slowing them down when they get close to the edge of the radius.
{{warning|Doesn't function in {{l4d2}}.}}
{{confirm | This entity does not function in {{tf2}}.}}
{{confirm | This entity does not function in {{tf2}} and {{l4d}}.}}
== Keyvalues ==
== Keyvalues ==
{{KV|Radius|float|Radius to constrain players to.}}
{{KV|Radius|float|Radius to constrain players to.}}

Revision as of 19:37, 19 August 2021

Template:Base point When given theTurnOninput, it constrains players within a set radius around itself, then slowing them down when they get close to the edge of the radius.

Confirm: This entity does not function in Team Fortress 2.

Keyvalues

Radius ([todo internal name (i)]) <float>
Radius to constrain players to.
Constraint Width ([todo internal name (i)]) <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 ([todo internal name (i)]) <float>
Factor applied to the player's max speed as they approach the radius edge.
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

Inputs

TurnOn
Start constraining any players within the radius.
TurnOff
Stop constraining any players previously constrained.


Outputs

OnConstraintBroken
Fired when a player breaks through the constraint. Template:PlCal