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}} | {{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. | ||
{{confirm | This entity does not function in {{tf2}}.}} | |||
{{confirm | This entity does not function in {{tf2 | |||
== 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 theTurnOn
input, it constrains players within a set radius around itself, then slowing them down when they get close to the edge of the radius.
Keyvalues
- 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
ortarget
).
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