Trigger catapult: Difference between revisions
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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
Note:
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.) |
(Added notes about air control supression.) |
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<!-- 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. -->{{GMOD topicon}} {{P2 topicon}} {{TF2 topicon}} | <!-- 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. | ||
-->{{GMOD topicon}} | |||
{{P2 topicon}} | |||
{{Note|An entity named <code>trigger_catapult</code> is also available in {{asrd| | {{TF2 topicon}} | ||
{{this is a|brush entity|name=trigger_catapult|game=Portal 2|game1=Team Fortress 2|game2=Garry's Mod}} | |||
It is used to launch the player or other objects into the air. | |||
{{Note|An entity named <code>trigger_catapult</code> is also available in {{asrd|4}}, but it seems to be a different entity with different functionality.}} | |||
<!-- A commentary node shows of the in game debugging features, it is likely run by a console command.--> | <!-- A commentary node shows of the in game debugging features, it is likely run by a console command.--> | ||
== | ==KeyValues== | ||
{{KV|Player Speed|float|Speed at which to launch the players (u/sec)}} | {{KV|Player Speed|float|Speed at which to launch the players (u/sec)}} | ||
{{KV|Physics Object Speed|float|Speed at which to launch physics objects (u/sec)}} | {{KV|Physics Object Speed|float|Speed at which to launch physics objects (u/sec)}} | ||
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{{KV|Lower Threshold|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.}} | {{KV|Lower Threshold|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.}} | ||
{{KV|Upper Threshold|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.}} | {{KV|Upper Threshold|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.}} | ||
{{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}} | {{note|offset=1|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}} | ||
{{KV|Launch direction|angle|Direction to launch the player in.}} | {{KV|Launch direction|angle|Direction to launch the player in.}} | ||
{{KV|Launch target|target_destination|Entity to try to 'hit' when we're launched.}} | {{KV|Launch target|target_destination|Entity to try to 'hit' when we're launched.}} | ||
{{KV|Only check velocity|boolean|Only check velocity of the touching object - don't actually catapult it. Use in conjunction with OnCatapulted to create velocity checking triggers. | {{KV|Only check velocity|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.}} | ||
{{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). | ||
{{note|offset=1| | |||
* The supression remains active even if the player has already landed. | |||
* The supression concerns player controls. Funnelling is still possible, i.e. placing a portal close to the target and looking at it may still massively manipulate the player's flight. | |||
}}}} | |||
{{KV|Use Absolute Threshold Check|boolean|If true, the threshold values represent actual velocities instead of a percentage|only={{P2CE}}}} | {{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 20:20, 28 January 2024
trigger_catapult
is a brush entity available in Portal 2,
Team Fortress 2, and
Garry's Mod.
It is used to launch the player or other objects 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).

- The supression remains active even if the player has already landed.
- The supression concerns player controls. Funnelling is still possible, i.e. placing a portal close to the target and looking at it may still massively manipulate the player's flight.
- Use Absolute Threshold Check ([todo internal name (i)]) <boolean> (only in
)
- If true, the threshold values represent actual velocities instead of a percentage
|
Flags
|
Inputs
|
Outputs
- OnCatapulted
- The object has been launched.
|