Trigger playermovement: Difference between revisions
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Bug:If trigger is killed while players are touching they will stay in duck, walk or disable jump mode [todo tested in ?]
Bug:
Players will remain stuck in duck, walk, or disable jump mode if they die within the volume and the round subsequently resets. This behavior is not removed until the player enters and exits the trigger volume again after respawning. Untested in other games, but you should probably not use this entity in a place where players could die while touching it shortly before round reset. [todo tested in ?]
Thunder4ik (talk | contribs) m (→top: clean up, added underlinked tag) |
(-changed warning to bug) |
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<!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Trigger playermovement}}{{CD|CTriggerPlayerMovement|file1=triggers.cpp}} | <!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Trigger playermovement}}{{CD|CTriggerPlayerMovement|file1=triggers.cpp}} | ||
__NOTOC__ | __NOTOC__ | ||
{{this is a|e2|name=trigger_playermovement}} It can be used to control player's movement options, for instance by automatically ducking or forcing walking speed. | {{this is a|e2|name=trigger_playermovement}} It can be used to control player's movement options, for instance by automatically ducking or forcing walking speed. | ||
{{ | {{bug|If trigger is killed while players are touching they will stay in duck, walk or disable jump mode}} | ||
{{ | {{bug|{{tf2}}Players will remain stuck in duck, walk, or disable jump mode if they die within the volume and the round subsequently resets. This behavior is not removed until the player enters and exits the trigger volume again after respawning. Untested in other games, but you should probably not use this entity in a place where players could die while touching it shortly before round reset.}} | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV Trigger}} | {{KV Trigger}} | ||
==Flags== | ==Flags== | ||
{{Fl|1|Clients (in {{l4ds}} survivors and SI)}} | {{Fl|1|Clients (in {{l4ds}} survivors and SI)}} | ||
{{Fl|2|NPCs (in {{l4ds}} commons and witches)}} | {{Fl|2|NPCs (in {{l4ds}} commons and witches)}} | ||
Line 24: | Line 21: | ||
==See also== | ==See also== | ||
* | * {{ent|point_playermoveconstraint}} | ||
* {{ent|trigger_auto_crouch}} | |||
{{sensor brush}} | {{sensor brush}} |
Revision as of 13:40, 14 May 2024


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CTriggerPlayerMovement |
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trigger_playermovement
is an e2 available in all Source games. It can be used to control player's movement options, for instance by automatically ducking or forcing walking speed.



Keyvalues
- 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
|
Flags
- (OBSOLETE, Uncheck me) : [16]
- Disable auto player movement : [128]
- Auto-duck while in trigger : [2048]
- Auto-walk while in trigger Template:L4D add : [4096]
- Disable jump while in trigger Template:L4d2 add : [8192]
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.