Point push: Difference between revisions

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(Cleanup, this seems to be a base entity)
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{{wrongtitle|title=point_push}}
{{base point|point_push}} It is a push sphere that will push any physics props or entity that has a movement type set (e.g. NPCs) away from its origin. It will not push parented objects -- so if you want to keep some entities rooted, you can parent them temporarily to something static.
==Entity Description==
Push sphere that will push any physics props or entity that has a movement type set (e.g. NPCs) away from its origin. It will not push parented objects -- so if you want to keep some entities rooted, you can parent them temporarily to something static.


==Keyvalues==
== Keyvalues ==
* {{KV Targetname}}
{{KV|Magnitude|float|How strongly to push away from the center.}}
* {{KV Parentname}}
{{KV|Radius|float|Radius to affect items in.}}
{{KV|Inner radius|float|If not zero, the LOS is calculated from a point intersecting this sphere.}}
{{KV EnableDisable}}
{{KV Targetname}}
{{KV Angles}}


*; enabled {{boolean}} : Start enabled.
== Flags ==
* 1 : Test LOS before pushing
* 2 : Use angles for push direction
* 4 : No falloff (constant push at any distance)
* 8 : Push players
* 16 : Push physics


*; magnitude <float> : How strongly to push away from the center.
== Inputs ==
{{I EnableDisable}}
{{I Targetname}}


*; radius <float> : Radius to affect items in.
== Outputs ==
 
{{O Targetname}}
*; inner_radius <float> : How strongly to push away from the center.
 
==Flags==
* 1 : Test LOS before pushing : 0
* 2 : Use angles for push direction : 0
* 4 : No falloff (constant push at any distance) : 0
* 8 : Push players : 1
* 16 : Push physics : 1
 
==Inputs==
*{{I Targetname}}
*{{I Parentname}}
 
*; Enable : Enable the push.
 
*; Disable : Disable the push.
 
==Outputs==
*{{O Targetname}}
[[Entities]]
[[Category:Half-Life 2: Episode One Entities]]

Revision as of 08:52, 31 July 2011

Template:Base point It is a push sphere that will push any physics props or entity that has a movement type set (e.g. NPCs) away from its origin. It will not push parented objects -- so if you want to keep some entities rooted, you can parent them temporarily to something static.

Keyvalues

Magnitude ([todo internal name (i)]) <float>
How strongly to push away from the center.
Radius ([todo internal name (i)]) <float>
Radius to affect items in.
Inner radius ([todo internal name (i)]) <float>
If not zero, the LOS is calculated from a point intersecting this sphere.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
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

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

  • 1 : Test LOS before pushing
  • 2 : Use angles for push direction
  • 4 : No falloff (constant push at any distance)
  • 8 : Push players
  • 16 : Push physics

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.


Outputs