Trigger catapult: Difference between revisions
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Note: As of recent updates, this entity is now available in
Team Fortress 2 .
Note:An entity named
Alien Swarm: Reactive Drop , but it seems to be a different entity with different functionality.
Note: Thresholds seem only concerned by horizontal speed (X-axis), vertical speed seems ignored so it is not the current velocity that is taken into account but only the part on the X-axis
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(Add absolute threshold check) |
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{{KV|Apply angular impulse|boolean|If a random angular impulse should be applied to physics objects being catapulted.}} | {{KV|Apply angular impulse|boolean|If a random angular impulse should be applied to physics objects being catapulted.}} | ||
{{KV|Air Control SupressionTime|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).}} | {{KV|Air Control SupressionTime|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).}} | ||
{{KV|Use Absolute Threshold Check|boolean|If true, the threshold values represent actual velocities instead of a percentage|only={{P2CE}}}} | |||
{{KV Trigger}} | {{KV Trigger}} | ||
Revision as of 08:50, 14 March 2021
Template:Portal2 brush It is used to launch the player into the air.



trigger_catapult
is also available in 
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).
- Use Absolute Threshold Check ([todo internal name (i)]) <boolean> (only in
)
- If true, the threshold values represent actual velocities instead of a percentage
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Flags
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Inputs
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Outputs
- OnCatapulted
- The object has been launched.
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