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 ?]
(-changed warning to bug) |
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) |
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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| | {{this is a|brush entity|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|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.}} | {{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.}} |
Revision as of 17:04, 17 May 2024


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CTriggerPlayerMovement |
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trigger_playermovement
is a brush entity 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
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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.