Trigger push: Difference between revisions
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Bug:
Does not affect Common infected and witches [todo tested in ?]
Note:In
changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".
m (→Inputs: Substituted IO templates) |
(Added that the "Correctly account for object mass" spawnflag is also available in Garry's Mod.) |
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| Line 20: | Line 20: | ||
{{Fl|256|Affects Ladders (Half-Life 2)}} | {{Fl|256|Affects Ladders (Half-Life 2)}} | ||
{{Fl BaseTrigger}} | {{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}}}} | {{Fl|4096|Correctly account for object mass (<code>trigger_push</code> used to assume 100Kg) and multiple component physics objects (car, blob...)|since={{as}}|also=GMOD}} | ||
==Inputs== | ==Inputs== | ||
Latest revision as of 06:19, 4 October 2025
| CTriggerPush |
trigger_push is a brush entity available in all
Source games. It is a trigger volume that pushes entities that touch it, except those with a parent.
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
) (also in
)
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
|