Player speedmod: Difference between revisions
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Note:Using player_speedmod will always disable the flashlight. To enable the flashlight even as player_speedmod is active: right after firing the ModifySpeed input, fire an "EnableFlashlight" input to !player.
Warning:player_speedmod will not reset if a round restarts.
Note:Due to the way it is coded,
Bug:
[todo tested in ?]
(ugly) |
(fix stupid offset) |
||
| Line 31: | Line 31: | ||
{{fl|16|Suppress use}} | {{fl|16|Suppress use}} | ||
{{fl|32|Suppress sprint}} | {{fl|32|Suppress sprint}} | ||
{{fl|64|Suppress attack {{bug| | {{fl|64|Suppress attack}} | ||
{{bug|<code>Suppress attack</code> does not work on {{gmod}}}} | |||
{{fl|128|Suppress zoom}} | {{fl|128|Suppress zoom}} | ||
Revision as of 06:43, 18 June 2024
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January 2024
| player_speedmod | |
|---|---|
![]() | |
| Type | Point entity |
| Engine | |
| Availability | In all games |
player_speedmod is a point entity available in all
Source games. This entity speeds up or slows down player velocity over time (slow motion / fast forward.) To disable it, fire the input "ModifySpeed 1.0" to reset the speed multiplier.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- ModifySpeed <float>
- Modifies player speed by X amount.
Flags
- Suppress weapons : [1]
Suppress weapons only holsters and hides the active weapon. Switching to other weapons (and back to the hidden one) remains available (unless also using Suppress HUD. Even then, switching by picking up new weapons or ammo for depleted weapons is still possible). - Suppress HUD : [2]
- Suppress jump : [4]
- Suppress duck : [8]
- Suppress use : [16]
- Suppress sprint : [32]
- Suppress attack : [64]
Suppress attack does not work on - Suppress zoom : [128]
