This article's documentation is for anything that uses the Source engine. Click here for more information.

Point playermoveconstraint: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (I am aware this page isn't a sandbox, but I'm using it just really quickly to check whether I've fixed the bug causing the incorrect edits the bot made)
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot under supervision.)
Line 1: Line 1:
{{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.
{{entity|type=e0|point_playermoveconstraint}} 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.


== Keyvalues ==
== Keyvalues ==

Revision as of 12:43, 4 January 2024

English (en)Translate (Translate)

point_playermoveconstraint is an e0 available in all Source Source games. When given theTurnOninput, 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 or target).
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

See Also