Trigger playermovement: Difference between revisions
		
		
		
		
		
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 Bug:If trigger is killed while players are touching they will stay in duck, walk or disable jump mode  [todo tested in ?]
Bug:If trigger is killed while players are touching they will stay in duck, walk or disable jump mode  [todo tested in ?]
 Bug:
Bug: Players will remain stuck in duck, walk, or disable jump mode if they die within the volume and the round subsequently resets.  This behavior is not removed until the player enters and exits the trigger volume again after respawning.  Untested in other games, but you should probably not use this entity in a place where players could die while touching it shortly before round reset.  [todo tested in ?]
Players will remain stuck in duck, walk, or disable jump mode if they die within the volume and the round subsequently resets.  This behavior is not removed until the player enters and exits the trigger volume again after respawning.  Untested in other games, but you should probably not use this entity in a place where players could die while touching it shortly before round reset.  [todo tested in ?]
		
	
| m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) |  (→Flags) | ||
| Line 14: | Line 14: | ||
| {{fl|128|Disable auto player movement}} | {{fl|128|Disable auto player movement}} | ||
| {{fl|2048|Auto-duck while in trigger}} | {{fl|2048|Auto-duck while in trigger}} | ||
| {{fl|4096|Auto-walk while in trigger {{ | {{fl|4096|Auto-walk while in trigger|since={{l4d2}}}} | ||
| {{fl|8192|Disable jump while in trigger {{l4d2  | {{fl|8192|Disable jump while in trigger|since={{l4d2}}}} | ||
| == Inputs == | == Inputs == | ||
Revision as of 05:29, 6 August 2024

 
|  Class hierarchy | 
|---|
| CTriggerPlayerMovement | 
|  triggers.cpp | 
trigger_playermovement  is a   brush entity  available in all  Source games. It can be used to control player's movement options, for instance by automatically ducking or forcing walking speed.
 Source games. It can be used to control player's movement options, for instance by automatically ducking or forcing walking speed.
 Bug:If trigger is killed while players are touching they will stay in duck, walk or disable jump mode  [todo tested in ?]
Bug:If trigger is killed while players are touching they will stay in duck, walk or disable jump mode  [todo tested in ?] Bug:
Bug: Players will remain stuck in duck, walk, or disable jump mode if they die within the volume and the round subsequently resets.  This behavior is not removed until the player enters and exits the trigger volume again after respawning.  Untested in other games, but you should probably not use this entity in a place where players could die while touching it shortly before round reset.  [todo tested in ?]
Players will remain stuck in duck, walk, or disable jump mode if they die within the volume and the round subsequently resets.  This behavior is not removed until the player enters and exits the trigger volume again after respawning.  Untested in other games, but you should probably not use this entity in a place where players could die while touching it shortly before round reset.  [todo tested in ?]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
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Flags
- (OBSOLETE, Uncheck me) : [16]
- Disable auto player movement : [128]
- Auto-duck while in trigger : [2048]
- Auto-walk while in trigger : [4096] (in all games since  ) )
- Disable jump while in trigger : [8192] (in all games since  ) )
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.

























