Env xen pushpad: Difference between revisions
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It completely ignore any type of [[NPC]], they just go throught this entity. Probably was never implemented on purpose due to possible problems with NPCs navigation. | It completely ignore any type of [[NPC]], they just go throught this entity. Probably was never implemented on purpose due to possible problems with NPCs navigation. | ||
{{ModernConfirm|You can workaround it with other entities.}} | {{ModernConfirm|You can workaround it with other entities.}} | ||
==== | ====Disappears in multiplayer==== | ||
The model of this entity sometimes disappear, the entity still work however. You can workaround, disable entity render via ''Don't Render'' value for ''Render Mode'' property, add {{ent|prop_dynamic}} with disabled collision and add some logic for the idle and jump animations. | The model of this entity sometimes disappear, the entity still work however. It seems to be a client side issue, because it can disappear for one player, but not for other players. Fixes sometimes after respawn. | ||
<gallery mode=packed heights=570px> | |||
File:EnvXenPushpadMPBug.jpg| frame |Example in {{code|dm_assaultultimate_b1}}. | |||
</gallery> | |||
{{todo|Find out how to reproduce this bug..}} | |||
{{workaround|You can workaround, disable entity render via ''Don't Render'' value for ''Render Mode'' property, add {{ent|prop_dynamic}} with disabled collision and add some logic for the idle and jump animations.}} | |||
====No collision==== | ====No collision==== | ||
This entity never solid due to many reasons, just don't care about this issue. Don't try to use combinations with {{ent|prop_dynamic}}, it will be unstable. | This entity never solid due to many reasons, just don't care about this issue. Don't try to use combinations with {{ent|prop_dynamic}}, it will be unstable. |
Revision as of 12:22, 28 November 2024
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CPropXenPushPad |
env_xen_pushpad
is a point entity available in Black Mesa. This is Xen Trampoline, the Xen flora that propelling anything who steps onto it into the air. The game uses it as a jump pad that allows the player to jump high. Works with player and physics objects.
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
- Next Jump Delta (nextjumpdelta) <float>
- Push pad trigger delay. Don't use 0, it may will break the jump pad.
- Jump Target Name (target) <targetname>
- The target we will jump towards. Overrides max jump height. Forces this entity to push along a certain trajectory.
- Height Offset (height) <float>
- The max jump height.
- MuteME (m_bmuteme) <choices>
- If yes - the push sound will never be played.
- 0: No
- 1: Yes
Outputs
- OnTrigger
- Fired when jump pad is triggered.

bm_c4a3a1
).Bugs/Limitations
Doesn't work with NPCs
It completely ignore any type of NPC, they just go throught this entity. Probably was never implemented on purpose due to possible problems with NPCs navigation.

Disappears in multiplayer
The model of this entity sometimes disappear, the entity still work however. It seems to be a client side issue, because it can disappear for one player, but not for other players. Fixes sometimes after respawn.

No collision
This entity never solid due to many reasons, just don't care about this issue. Don't try to use combinations with prop_dynamic, it will be unstable.