Trigger catapult: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
Innocentive (talk | contribs) (→Keyvalues: clarification of thresholds) |
||
Line 5: | Line 5: | ||
{{KV|Player Speed|float|Speed at which to launch the players (u/sec)}} | {{KV|Player Speed|float|Speed at which to launch the players (u/sec)}} | ||
{{KV|Physics Object Speed|float|Speed at which to launch physics objects (u/sec)}} | {{KV|Physics Object Speed|float|Speed at which to launch physics objects (u/sec)}} | ||
{{KV|Use Threshold Check|boolean}} | {{KV|Use Threshold Check|boolean|If set to yes the player/object will only be catapulted if his/its speed is within the limits specified in the keyvalues for lower and upper threshold.}} | ||
{{KV|Entry Angle Tolerance|float|Flung object's velocity must be pointing this much at the target. Specify a value between [-1...1] 1 means exactly, 0 means within 180 degrees -1 means any angle is accepted. This is only used if Use Threshold Check is set to yes.}} | {{KV|Entry Angle Tolerance|float|Flung object's velocity must be pointing this much at the target. Specify a value between [-1...1] 1 means exactly, 0 means within 180 degrees -1 means any angle is accepted. This is only used if Use Threshold Check is set to yes.}} | ||
{{KV|Use Exact Velocity|boolean|Try to fling exactly at the speed specified - this prevents the added upward velocity from a launch target.}} | {{KV|Use Exact Velocity|boolean|Try to fling exactly at the speed specified - this prevents the added upward velocity from a launch target.}} | ||
Line 12: | Line 12: | ||
:* 1 : Solution One | :* 1 : Solution One | ||
:* 2 : Solution Two | :* 2 : Solution Two | ||
{{KV|Lower Threshold|float|Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .15) This is only used if Use Threshold Check is set to yes.}} | {{KV|Lower Threshold|float|Flung object must be within this percentage value in order to activate fling. The percentage specified is subtracted from the speed set in the keyvalue Player Speed. Specify a value between [0...1] (default is .15) This is only used if Use Threshold Check is set to yes.}} | ||
{{KV|Upper Threshold|float|Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .30) This is only used if Use Threshold Check is set to yes.}} | {{KV|Upper Threshold|float|Flung object must be within this percentage value in order to activate fling. The percentage specified is added to the speed set in the keyvalue Player Speed. Specify a value between [0...1] (default is .30) This is only used if Use Threshold Check is set to yes.}} | ||
{{KV|Launch direction|angle|Direction to launch the player in.}} | {{KV|Launch direction|angle|Direction to launch the player in.}} | ||
{{KV|Launch target|target_destination|Entity to try to 'hit' when we're launched.}} | {{KV|Launch target|target_destination|Entity to try to 'hit' when we're launched.}} |
Revision as of 23:22, 23 December 2013
Template:Portal2 brush It is used to launch the player into the air.
Keyvalues
- Physics Object Speed ([todo internal name (i)]) <float>
- Speed at which to launch physics objects (u/sec)
- Use Threshold Check ([todo internal name (i)]) <boolean>
- If set to yes the player/object will only be catapulted if his/its speed is within the limits specified in the keyvalues for lower and upper threshold.
- Entry Angle Tolerance ([todo internal name (i)]) <float>
- Flung object's velocity must be pointing this much at the target. Specify a value between [-1...1] 1 means exactly, 0 means within 180 degrees -1 means any angle is accepted. This is only used if Use Threshold Check is set to yes.
- Use Exact Velocity ([todo internal name (i)]) <boolean>
- Try to fling exactly at the speed specified - this prevents the added upward velocity from a launch target.
- Exact Solution Method ([todo internal name (i)]) <choices>
- Using exact velocity generates two correct solutions. Use this to force which one you choose.
- 0 : Best
- 1 : Solution One
- 2 : Solution Two
- Lower Threshold ([todo internal name (i)]) <float>
- Flung object must be within this percentage value in order to activate fling. The percentage specified is subtracted from the speed set in the keyvalue Player Speed. Specify a value between [0...1] (default is .15) This is only used if Use Threshold Check is set to yes.
- Upper Threshold ([todo internal name (i)]) <float>
- Flung object must be within this percentage value in order to activate fling. The percentage specified is added to the speed set in the keyvalue Player Speed. Specify a value between [0...1] (default is .30) This is only used if Use Threshold Check is set to yes.
- Launch target ([todo internal name (i)]) <targetname>
- Entity to try to 'hit' when we're launched.
- Only check velocity ([todo internal name (i)]) <boolean>
- Only check velocity of the touching object - don't actually catapult it. Use in conjunction with OnCatapulted to create velocity checking triggers. Only works when Use Threshhold Check is enabled.
- Apply angular impulse ([todo internal name (i)]) <boolean>
- If a random angular impulse should be applied to physics objects being catapulted.
- Air Control SupressionTime ([todo internal name (i)]) <float>
- [Launch by target only!]If greater than zero, supress player aircontrol for this number (in seconds). If less than zero use the default (quarter second).
|
Flags
|
Inputs
|
Outputs
- OnCatapulted
- The object has been launched.
|