Point playermoveconstraint: Difference between revisions
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{{lang|Point playermoveconstraint}} | <!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Point playermoveconstraint}}{{this is a|name=point_playermoveconstraint|e0}} When given the<code>TurnOn</code>input, it constrains any players already-within a set radius around itself, then slowing them down when they get close to the edge of the radius. | ||
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== Keyvalues == | == Keyvalues == |
Revision as of 12:43, 4 January 2024


point_playermoveconstraint
is an e0 available in all Source games. When given the
TurnOn
input, it constrains any players already-within a set radius around itself, then slowing them down when they get close to the edge of the radius.
Keyvalues
- Radius (radius) <float>
- Radius to find players to constrain.
- Constraint Width (width) <float>
- Width of the constraint edge. This is the distance in which to start slowing players down as they approach the edge of the radius.
- Speed Factor (speedfactor) <float>
- Factor applied to the player's max speed as they approach the radius edge.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- TurnOn
- Start constraining any players already within the radius.
- TurnOff
- Stop constraining any players previously constrained.
Outputs
- OnConstraintBroken
- Fired when a player breaks through the constraint. Template:PlCal