Trigger push: Difference between revisions
		
		
		
		
		
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 Note:In
Note:In  changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".
 changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".
		
	
|  (-BaseTrigger templates) | m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.) | ||
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| {{CD|CTriggerPush|file1=triggers.cpp}} | {{CD|CTriggerPush|file1=triggers.cpp}} | ||
| {{ | {{this is a|e2|name=trigger_push}} 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}}}} | ||
Revision as of 13:12, 4 January 2024
|  Class hierarchy | 
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| CTriggerPush | 
|  triggers.cpp | 
trigger_push  is an   e2  available in all  Source games. It is a trigger volume that pushes entities that touch it, except those with a parent.
Template:ModernBug
Template:ModernBug
 Source games. 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.
 Note:In
Note:In  changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".
 changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".- 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 ) (also in ) )
- Only affect players if they are falling (and not pressing jump).
- Player fall speed (FallingSpeedThreshold)  <float> (in all games since  ) (also in ) (also in ) )
- A player must be falling this fast for them to be pushed.
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Flags
TriggerPush:
- Once Only (possibly means set velocity rather than apply acceleration) : [128]
- Affects Ladders (Half-Life 2) : [256]
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- 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.
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Outputs
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