Trigger push: Difference between revisions
		
		
		
		
		
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 Note:In
Note:In  changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".
 changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".
		
	
|  (added bugnote about l4d2) | m (reworded bug) | ||
| Line 2: | Line 2: | ||
| {{entity|trigger_push|type=e2}} It is a trigger volume that pushes entities that touch it, ''except'' those with a [[parent]]. | {{entity|trigger_push|type=e2}} It is a trigger volume that pushes entities that touch it, ''except'' those with a [[parent]]. | ||
| {{code class|CTriggerPush|triggers.cpp}} | {{code class|CTriggerPush|triggers.cpp}} | ||
| {{ModernBug|{{l4d2}} Does not  | {{ModernBug|{{l4d2}} Does not affect Common infected and witches}} | ||
| ==Keyvalues== | ==Keyvalues== | ||
Revision as of 12:34, 14 April 2023
|  Class hierarchy | 
|---|
| CTriggerPush | 
|  triggers.cpp | 
Template:Entity It is a trigger volume that pushes entities that touch it, except those with a parent.
Keyvalues
- Push Direction (pushdir) <angle>
- Angles indicating the direction to push touched entities.
 Note:In
Note:In  changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".
 changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".- Speed of Push (speed) <integer>
- The speed at which to push entities away, in inches / second.
- Scale force for alternate ticks (alternateticksfix) <float>
- If nonzero, scale the force by this amount when running with alternate ticks. This fixes problems with an overly large force due to the longer frametime on when running with sv_alternateticks 1.
- Trigger on Start Touch (triggeronstarttouch)  <boolean> (only in  ) )
- Trigger on start touch instead of on touch.
- Only Falling Players (OnlyFallingPlayers)  <boolean> (in all games since  ) (also in ) (also in ) )
- Only affect players if they are falling (and not pressing jump).
- Player fall speed (FallingSpeedThreshold)  <float> (in all games since  ) (also in ) (also in ) )
- A player must be falling this fast for them to be pushed.
Flags
TriggerPush:
- Once Only (possibly means set velocity rather than apply acceleration) : [128]
- Affects Ladders (Half-Life 2) : [256]
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Inputs
- SetPushSpeed  <integer> (only in  ) )
- Set the push speed in inches / second.
- SetSpeed  <integer> (only in  ) )
- Sets the push speed. Still takes alternate tick keyvalue into account.
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Outputs
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