Trigger push: Difference between revisions
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Note:In
changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".
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{{CD|CTriggerPush|file1=triggers.cpp}} | {{CD|CTriggerPush|file1=triggers.cpp}} | ||
{{entity|trigger_push|type=e2}} It is a trigger volume that pushes entities that touch it, ''except'' those with a [[parent]]. | {{entity|trigger_push|type=e2}} It is a trigger volume that pushes entities that touch it, ''except'' those with a [[parent]]. | ||
{{ModernBug|{{l4d2}} Does not affect Common infected and witches}} | {{ModernBug|{{l4d2}} Does not affect Common infected and witches}} | ||
{{ModernBug|{{csgo}} Does not affect [[drone]]s {{confirm}}}} | {{ModernBug|{{csgo}} Does not affect [[drone]]s {{confirm}}}} | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV|Push Direction|intn=pushdir|angle|Angles indicating the direction to push touched entities. | {{KV|Push Direction|intn=pushdir|angle|Angles indicating the direction to push touched entities. | ||
{{note|In {{csgo}} changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".}}}} | {{note|In {{csgo}} changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".}}}} | ||
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{{KV|Only Falling Players|intn=OnlyFallingPlayers|boolean|since=CSGO|also=GMOD|Only affect players if they are falling (and not pressing jump).}} | {{KV|Only Falling Players|intn=OnlyFallingPlayers|boolean|since=CSGO|also=GMOD|Only affect players if they are falling (and not pressing jump).}} | ||
{{KV|Player fall speed|intn=FallingSpeedThreshold|float|since=CSGO|also=GMOD|A player must be falling this fast for them to be pushed.}} | {{KV|Player fall speed|intn=FallingSpeedThreshold|float|since=CSGO|also=GMOD|A player must be falling this fast for them to be pushed.}} | ||
{{KV BaseTrigger}} | |||
==Flags== | ==Flags== | ||
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{{Fl|128|Once Only (possibly means set velocity rather than apply acceleration)}} | {{Fl|128|Once Only (possibly means set velocity rather than apply acceleration)}} | ||
{{Fl|256|Affects Ladders (Half-Life 2)}} | {{Fl|256|Affects Ladders (Half-Life 2)}} | ||
{{Fl | {{Fl BaseTrigger}} | ||
{{Fl|4096|Correctly account for object mass (<code>trigger_push</code> used to assume 100Kg) and multiple component physics objects (car, blob...)|since={{as}}}} | |||
==Inputs== | ==Inputs== | ||
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{{IO|SetPushDirection|param=vector|Sets the push angle of the trigger.|since=AS|also=GMOD}} | {{IO|SetPushDirection|param=vector|Sets the push angle of the trigger.|since=AS|also=GMOD}} | ||
{{IO|SetSpeed|param=int|Sets the push speed. Still takes alternate tick keyvalue into account.|only={{P2CE}}}} | {{IO|SetSpeed|param=int|Sets the push speed. Still takes alternate tick keyvalue into account.|only={{P2CE}}}} | ||
{{I | {{I BaseTrigger}} | ||
==Outputs== | ==Outputs== | ||
{{O | {{O BaseTrigger}} | ||
Revision as of 12:40, 8 August 2023
| CTriggerPush |
Template:Entity It is a trigger volume that pushes entities that touch it, except those with a parent. Template:ModernBug Template:ModernBug
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Push Direction (pushdir) <angle>
- Angles indicating the direction to push touched entities.
- Speed of Push (speed) <integer>
- The speed at which to push entities away, in inches / second.
- Scale force for alternate ticks (alternateticksfix) <float>
- If nonzero, scale the force by this amount when running with alternate ticks. This fixes problems with an overly large force due to the longer frametime on when running with
sv_alternateticks 1.
- Trigger on Start Touch (triggeronstarttouch) <boolean> (only in
) - Trigger on start touch instead of on touch.
- Only Falling Players (OnlyFallingPlayers) <boolean> (in all games since
) (also in
) - Only affect players if they are falling (and not pressing jump).
- Player fall speed (FallingSpeedThreshold) <float> (in all games since
) (also in
) - A player must be falling this fast for them to be pushed.
|
Flags
TriggerPush:
- Once Only (possibly means set velocity rather than apply acceleration) : [128]
- Affects Ladders (Half-Life 2) : [256]
|
- Correctly account for object mass (
trigger_pushused to assume 100Kg) and multiple component physics objects (car, blob...) : [4096] (in all games since
)
Inputs
- SetPushSpeed <integer> (only in
) - Set the push speed in inches / second.
- SetSpeed <integer> (only in
) - Sets the push speed. Still takes alternate tick keyvalue into account.
|
Outputs
|