Trigger catapult: Difference between revisions

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m (Testing the new KV template)
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{{KV Origin}}
{{KV Origin}}
{{KV Trigger}}
{{KV Trigger}}
{{KV|Upper Threshold|float}}
{{KV|Upper Threshold|float|Maximum player speed/player launch speed ratio to activate}}
{{KV|Player Speed|integer|The speed at which the player is launched.}}
{{KV|Player Speed|integer|The speed at which the player is launched.}}
{{KV|Air Control Supression Time|float}}
{{KV|Air Control Supression Time|float}}
Line 20: Line 20:
{{KV|Apply Angular Impulse|bool}}
{{KV|Apply Angular Impulse|bool}}
{{KV|Entry Angle Tolerance|float}}
{{KV|Entry Angle Tolerance|float}}
{{KV|Launch Direction|angle}}
{{KV|Launch Direction|angle|The direction the catapult launches objects.}}
{{KV|Lower Threshold|float}}
{{KV|Lower Threshold|float|Minimum player speed/player launch speed ratio to activate}}
{{KV|Launch Target|target_destination}}
{{KV|Launch Target|target_destination}}
{{KV|Use Threshold Check|bool}}
{{KV|Use Threshold Check|bool|Should we check the player speed before catapulting?}}
{{KV|Use Exact Velocity|bool}}
{{KV|Use Exact Velocity|bool}}
{{KV|Exact Velocity Choice Type|choices}}
{{KV|Exact Velocity Choice Type|choices}}
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== Outputs ==
== Outputs ==
{{O Trigger}}
{{O Trigger}}
'''OnCatapulted'''

Revision as of 13:46, 9 May 2011

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Entity Description

Used to launch the player into the air.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Origin:

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Upper Threshold ([todo internal name (i)]) <float>
Maximum player speed/player launch speed ratio to activate
Player Speed ([todo internal name (i)]) <integer>
The speed at which the player is launched.
Air Control Supression Time ([todo internal name (i)]) <float>
Physics Speed ([todo internal name (i)]) <integer>
The speed at which objects (except the player) are launched.
Apply Angular Impulse ([todo internal name (i)]) <boolean>
Entry Angle Tolerance ([todo internal name (i)]) <float>
Launch Direction ([todo internal name (i)]) <angle>
The direction the catapult launches objects.
Lower Threshold ([todo internal name (i)]) <float>
Minimum player speed/player launch speed ratio to activate
Launch Target ([todo internal name (i)]) <targetname>
Use Threshold Check ([todo internal name (i)]) <boolean>
Should we check the player speed before catapulting?
Use Exact Velocity ([todo internal name (i)]) <boolean>
Exact Velocity Choice Type ([todo internal name (i)]) <choices>

Flags

BaseTrigger
Everything (not including physics debris) : [64]
Clients (Survivors, Special Infected, Tanks Left 4 Dead seriesLeft 4 Dead series) : [1]
Only clients in vehicles : [32]
Only clients *not* in vehicles : [512]
Disallow Bots (removed since Left 4 Dead) : [4096]
NPCs (Common Infected, Witches Left 4 Dead seriesLeft 4 Dead series) : [2]
Only player ally NPCs : [16]
Only NPCs in vehicles (respects player ally flag) : [2048]
Physics Objects (not including physics debris) : [8]
Physics debris (include also physics debris) : [1024]
Pushables (Passes entities with classname func_pushable) : [4] Obsolete
Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable.

Inputs

BaseTrigger
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Icon-Bug.pngBug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Half-Life 2)
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 MultiplayerTeam Fortress 2 branch)
Disables this trigger and calls EndTouch on all currently-touching entities.

Outputs

BaseTrigger
OnStartTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger.
OnStartTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity stops touching this trigger.
Note.pngNote:Will also fire for entities touching it when trigger is disabled via Disable input
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
OnEndTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.

OnCatapulted