Trigger vphysics motion: Difference between revisions

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(-added internal names, removed wrong information about inputs and outputs)
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==Keyvalues==
==Keyvalues==
{{KV|Start Disabled|boolean|Stay dormant until activated (probably with the Enable input).}}
{{KV|Start Disabled|intn=StartDisabled|boolean|Stay dormant until activated (probably with the Enable input).}}
{{KV|Filter Name|filterclass|Filter to use to see if activator triggers me. See filter_activator_name for more explanation.}}
{{KV|Filter Name|intn=filtername|filterclass|Filter to use to see if activator triggers me. See filter_activator_name for more explanation.}}
{{KV|Scale gravity of objects in the field.|float|Multiply gravity inside the trigger by this amount. Negative values make gravity reversed.}}
{{KV|Scale gravity of objects in the field.|intn=SetGravityScale|float|Multiply gravity inside the trigger by this amount. Negative values make gravity reversed.}}
{{KV|Additional air density for drag|float|Increases air drag. 1000 will produce a thick field of air like the ones seen in some places in the Citadel.}}
{{KV|Additional air density for drag|intn=SetAdditionalAirDensity|float|Increases air drag. 1000 will produce a thick field of air like the ones seen in some places in the Citadel.}}
{{KV|Max velocity in field (0 disables)|float|Limits the maximum speed of an object moving through the trigger. If this is set to below an object's terminal velocity, the object will fall abnormally.}}
{{KV|Max velocity in field (0 disables)|intn=SetVelocityLimit|float|Limits the maximum speed of an object moving through the trigger. If this is set to below an object's terminal velocity, the object will fall abnormally.}}
{{KV|Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables)|float|When an object is going faster than '''Max velocity in field''', gradually reduce the speed of the object by this amount.}}
{{KV|Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables)|intn=SetVelocityLimitDelta|float|When an object is going faster than '''Max velocity in field''', gradually reduce the speed of the object by this amount.}}
{{KV|Velocity scale/drag|float|Multiplier for velocity. Positive values above 1 will make objects go faster, potentially sending them flying. Negative values, or positive ones smaller than 1, will have effects similar to '''Additional air density for drag'''.}}
{{KV|Velocity scale/drag|intn=SetVelocityScale|float|Multiplier for velocity. Positive values above 1 will make objects go faster, potentially sending them flying. Negative values, or positive ones smaller than 1, will have effects similar to '''Additional air density for drag'''.}}
{{KV|Max angular velocity in field (degrees/s, 0 disables)|float|Limits how fast an object can spin inside the trigger.}}
{{KV|Max angular velocity in field (degrees/s, 0 disables)|intn=SetAngVelocityLimit|float|Limits how fast an object can spin inside the trigger.}}
{{KV|Angular Velocity scale/drag|float|Multiplier for spinning speeds. Negative values, or positive ones smaller than 1, will have effects similar to '''Max angular velocity in field'''.}}
{{KV|Angular Velocity scale/drag|intn=SetAngVelocityScale|float|Multiplier for spinning speeds. Negative values, or positive ones smaller than 1, will have effects similar to '''Max angular velocity in field'''.}}
{{KV|Linear force (0 disables)|float|Push objects with a certain amount of force.}} <!---the S in VectorMA(v,s,b,o)--->
{{KV|Linear force (0 disables)|intn=SetLinearForce|float|Push objects with a certain amount of force.}} <!---the S in VectorMA(v,s,b,o)--->
{{KV|Direction of linear force (Pitch Yaw Roll (Y Z X))|angle|The direction that '''Linear force''' will push in.}}
{{KV|Direction of linear force (Pitch Yaw Roll (Y Z X))|intn=SetLinearForceAngles|angle|The direction that '''Linear force''' will push in.}}
{{KV|Particle Trail Material|string|Name of a material to use for the particle trail, no name means no particle trail}}
{{KV|Particle Trail Material|intn=ParticleTrailMaterial|string|Name of a material to use for the particle trail, no name means no particle trail}}
{{KV|Particle Trail Lifetime|float|Lifetime of the particles to emit}}
{{KV|Particle Trail Lifetime|intn=ParticleTrailLifetime|float|Lifetime of the particles to emit}}
{{KV|Particle Trail Starting Sprite Size|float|Starting size of the sprite to emit}}
{{KV|Particle Trail Starting Sprite Size|intn=ParticleTrailStartSize|float|Starting size of the sprite to emit}}
{{KV|Particle Trail Ending Sprite Size|float|Ending size of the sprite to emit}}
{{KV|Particle Trail Ending Sprite Size|intn=ParticleTrailEndSize|float|Ending size of the sprite to emit}}


==Flags==
==Flags==
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{{IO|SetAngVelocityScale|Angular Velocity scale/drag|param=float}}
{{IO|SetAngVelocityScale|Angular Velocity scale/drag|param=float}}
{{IO|SetLinearForce|Linear force (0 disables)|param=float}}
{{IO|SetLinearForce|Linear force (0 disables)|param=float}}
{{IO|SetLinearForceAngles|Direction of linear force (Pitch Yaw Roll (Y Z X))|param=angle}}
{{IO|Enable|Enable the trigger.}}
{{IO|Enable|Enable the trigger.}}
{{IO|Disable|Disable the trigger.}}
{{IO|Disable|Disable the trigger.}}
{{IO|Toggle|Toggle enable/disable.}}
{{IO|Toggle|Toggle enable/disable.}}
{{I Trigger}}


==Outputs==
{{IO BaseEntity}}
{{O Trigger}}


[[Category:Physics]]
[[Category:Physics]]

Revision as of 01:44, 4 May 2022

Template:Hl2 brush It is 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.
Note.pngNote:This will not affect objects currently being held in the player's hands or by the gravity gun, but you could easily set up the necessary map logic to make the player drop objects when in contact.
Icon-Bug.pngBug:Players cannot jump when in contact with this brush.  [todo tested in ?]

Keyvalues

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).
Filter Name (filtername) <filter>
Filter to use to see if activator triggers me. See filter_activator_name for more explanation.
Scale gravity of objects in the field. (SetGravityScale) <float>
Multiply gravity inside the trigger by this amount. Negative values make gravity reversed.
Additional air density for drag (SetAdditionalAirDensity) <float>
Increases air drag. 1000 will produce a thick field of air like the ones seen in some places in the Citadel.
Max velocity in field (0 disables) (SetVelocityLimit) <float>
Limits the maximum speed of an object moving through the trigger. If this is set to below an object's terminal velocity, the object will fall abnormally.
Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables) (SetVelocityLimitDelta) <float>
When an object is going faster than Max velocity in field, gradually reduce the speed of the object by this amount.
Velocity scale/drag (SetVelocityScale) <float>
Multiplier for velocity. Positive values above 1 will make objects go faster, potentially sending them flying. Negative values, or positive ones smaller than 1, will have effects similar to Additional air density for drag.
Max angular velocity in field (degrees/s, 0 disables) (SetAngVelocityLimit) <float>
Limits how fast an object can spin inside the trigger.
Angular Velocity scale/drag (SetAngVelocityScale) <float>
Multiplier for spinning speeds. Negative values, or positive ones smaller than 1, will have effects similar to Max angular velocity in field.
Linear force (0 disables) (SetLinearForce) <float>
Push objects with a certain amount of force.
Direction of linear force (Pitch Yaw Roll (Y Z X)) (SetLinearForceAngles) <angle>
The direction that Linear force will push in.
Particle Trail Material (ParticleTrailMaterial) <string>
Name of a material to use for the particle trail, no name means no particle trail
Particle Trail Lifetime (ParticleTrailLifetime) <float>
Lifetime of the particles to emit
Particle Trail Starting Sprite Size (ParticleTrailStartSize) <float>
Starting size of the sprite to emit
Particle Trail Ending Sprite Size (ParticleTrailEndSize) <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)
SetLinearForceAngles <angleRedirectInput/Vector>
Direction of linear force (Pitch Yaw Roll (Y Z X))
Enable
Enable the trigger.
Disable
Disable the trigger.
Toggle
Toggle enable/disable.

Template:IO BaseEntity