Trigger vphysics motion: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 3: Line 3:


==Entity description==
==Entity description==
A [[brush entity]] [[trigger]] that affects the motion of [[VPhysics|VPhysics]] objects that touch its volume. Optionally, it can also creates a particle trail. A particle trail, when parented, takes the shape of a model or brush.
A [[brush entity]] [[trigger]] that affects the motion of [[VPhysics|VPhysics]] objects that touch its volume. Optionally, it can also create a particle trail. A particle trail, when parented, takes the shape of a model or brush.


{{code class|CTriggerVPhysicsMotion|triggers.cpp}}
{{code class|CTriggerVPhysicsMotion|triggers.cpp}}

Revision as of 02:57, 6 May 2018

Template:Hl2 brush

Entity description

A brush entity trigger that affects the motion of VPhysics objects that touch its volume. Optionally, it can also create a particle trail. A particle trail, when parented, takes the shape of a model or brush.

C++ In code, it is represented by theCTriggerVPhysicsMotionclass, defined in thetriggers.cppfile.

Keyvalues

Start Disabled ([todo internal name (i)]) <boolean>
Filter Name ([todo internal name (i)]) <filter>
Filter to use to see if activator triggers me. See filter_activator_name for more explanation.
Scale gravity of objects in the field. ([todo internal name (i)]) <float>
Additional air density for drag ([todo internal name (i)]) <float>
Max velocity in field (0 disables) ([todo internal name (i)]) <float>
Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables) ([todo internal name (i)]) <float>
Velocity scale/drag ([todo internal name (i)]) <float>
Max angular velocity in field (degrees/s, 0 disables) ([todo internal name (i)]) <float>
Angular Velocity scale/drag ([todo internal name (i)]) <float>
Linear force (0 disables) ([todo internal name (i)]) <float>
Direction of linear force (Pitch Yaw Roll (Y Z X)) ([todo internal name (i)]) <angle>
Particle Trail Material ([todo internal name (i)]) <string>
Name of a material to use for the particle trail, no name means no particle trail
Particle Trail Lifetime ([todo internal name (i)]) <float>
Lifetime of the particles to emit
Particle Trail Starting Sprite Size ([todo internal name (i)]) <float>
Starting size of the sprite to emit
Particle Trail Ending Sprite Size ([todo internal name (i)]) <float>
Ending size of the sprite to emit

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.
  • 4096 : Can move (through hierarchical attachment)

Inputs

SetGravityScale <floatRedirectInput/float>
Scale gravity of objects in the field.
SetAdditionalAirDensity <floatRedirectInput/float>
Additional air density for drag
SetVelocityLimit <floatRedirectInput/float>
Max velocity in field.
SetVelocityLimitDelta <floatRedirectInput/float>
Max amount to reduce velocity per second
SetVelocityLimitTime <stringRedirectInput/string>
Accepts two arguments: the first is the new velocity limit, the second is the time it takes to ramp to that value
SetVelocityScale <floatRedirectInput/float>
Velocity scale/drag
SetAngVelocityLimit <floatRedirectInput/float>
Max angular velocity in field.
SetAngVelocityScale <floatRedirectInput/float>
Angular Velocity scale/drag
SetLinearForce <floatRedirectInput/float>
Linear force (0 disables)
Enable
Enable the trigger.
Disable
Disable the trigger.
Toggle
Toggle enable/disable.
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.