Point playermoveconstraint: Difference between revisions
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{{Underlinked|date=January 2024}} | {{Underlinked|date=January 2024}} | ||
<!-- When this page is updated to {{langsp}} or {{langsp}} 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. | <!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Point playermoveconstraint}} | ||
{{CD|CPointPlayerMoveConstraint|file1=point_playermoveconstraint.cpp}} | |||
{{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. | |||
__NOTOC__ | |||
== Keyvalues == | == Keyvalues == | ||
{{KV|Radius|float|intn=radius|Radius to find players to constrain.}} | {{KV Targetname}} | ||
{{KV|Radius|float|intn=radius|Radius to find players to constrain. | |||
:{{bug|When this entity spawns radius squared is computed and that value is used to check whether constraint was broken on a player to stop its effect and fire OnConstraintBroken input. The issue is that changing radius using AddOutput doesn't update the radius squared and so the original radius is used to determine whether player broke the constraint}}}} | |||
{{KV|Constraint Width|float|intn=width|Width of the constraint edge. This is the distance in which to start slowing players down as they approach the edge of the radius.}} | {{KV|Constraint Width|float|intn=width|Width of the constraint edge. This is the distance in which to start slowing players down as they approach the edge of the radius.}} | ||
{{KV|Speed Factor|float|intn=speedfactor|Factor applied to the player's max speed as they approach the radius edge.}} | {{KV|Speed Factor|float|intn=speedfactor|Factor applied to the player's max speed as they approach the radius edge.}} | ||
== Inputs == | == Inputs == | ||
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== See also == | == See also == | ||
* | * {{ent|trigger_auto_crouch}} | ||
* | * {{ent|trigger_playermovement}} |
Revision as of 09:08, 2 March 2024

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January 2024


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CPointPlayerMoveConstraint |
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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
- 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
- Radius (radius) <float>
- Radius to find players to constrain.
Bug:When this entity spawns radius squared is computed and that value is used to check whether constraint was broken on a player to stop its effect and fire OnConstraintBroken input. The issue is that changing radius using AddOutput doesn't update the radius squared and so the original radius is used to determine whether player broke the constraint [todo tested in ?]
- 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.
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