Env xen pushpad: Difference between revisions

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Represented by class <code>CPropXenPushPad</code>.
Represented by class <code>CPropXenPushPad</code>.
{{bug|hidetested=1|Doesn't work for players in multiplayer until they jump.}}
{{bug|hidetested=1|It completely ignore any type of [[NPC]], they just go throught this entity. Probably was never implemented on purpose due to possible problems with NPCs navigation.
{{ModernConfirm|You can workaround it with other entities.}}
}}
{{bug|hidetested=1|The model of this entity sometimes disappear in multiplayer for some clients. Fixes sometimes after respawn.
{{todo|Find out how to reproduce this bug.}}
{{workaround|You can workaround, disable entity render via ''Don't Render'' value for ''Render Mode'' property, add {{ent|prop_dynamic}} with disabled collision and add some logic for the idle and jump animations.}}
}}
{{note|This entity never solid due to many reasons, just don't care about this issue. Don't try to use combinations with {{ent|prop_dynamic}}, it will be unstable.}}
{{note|For unknown reasons, the impact on ragdolls is extremely weak compared to normal physical objects.}}
== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}
{{KV Targetname}}
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{{tip|You can use this output and {{ent|misc_marionettist}} to have a trajectory that cannot be deviated from (just like in <code>bm_c4a3a1</code>).}}
{{tip|You can use this output and {{ent|misc_marionettist}} to have a trajectory that cannot be deviated from (just like in <code>bm_c4a3a1</code>).}}
}}
}}
== Bugs/Limitations ==
====Doesn't work with [[NPCs]]====
It completely ignore any type of [[NPC]], they just go throught this entity. Probably was never implemented on purpose due to possible problems with NPCs navigation.
{{ModernConfirm|You can workaround it with other entities.}}
====Disappears in multiplayer====
The model of this entity sometimes disappear, the entity still work however. It seems to be a client side issue, because it can disappear for one player, but not for other players. Fixes sometimes after respawn.
<gallery mode=packed heights=570px>
File:EnvXenPushpadMPBug.jpg| frame |Example in {{code|dm_assaultultimate_b1}}.
</gallery>
{{todo|Find out how to reproduce this bug.}}
{{workaround|You can workaround, disable entity render via ''Don't Render'' value for ''Render Mode'' property, add {{ent|prop_dynamic}} with disabled collision and add some logic for the idle and jump animations.}}
====No collision====
This entity never solid due to many reasons, just don't care about this issue. Don't try to use combinations with {{ent|prop_dynamic}}, it will be unstable.
====Weak ragdoll push====
For unknown reasons, the impact on ragdolls is extremely weak compared to normal physical objects.

Revision as of 06:06, 22 May 2025

The Xen Trampoline in bm_c2a5g.

env_xen_pushpad is a point entity available in Black Mesa Black Mesa. This is Xen Trampoline, the Xen flora that propelling anything who steps onto it into the air. The game uses it as a jump pad that allows the player to jump high. Works with player and physics objects.

Represented by class CPropXenPushPad.

Icon-Bug.pngBug:Doesn't work for players in multiplayer until they jump.
Icon-Bug.pngBug:It completely ignore any type of NPC, they just go throught this entity. Probably was never implemented on purpose due to possible problems with NPCs navigation.
Confirm:You can workaround it with other entities.
Icon-Bug.pngBug:The model of this entity sometimes disappear in multiplayer for some clients. Fixes sometimes after respawn.
Todo: Find out how to reproduce this bug.
PlacementTip.pngWorkaround:You can workaround, disable entity render via Don't Render value for Render Mode property, add prop_dynamic with disabled collision and add some logic for the idle and jump animations.
Note.pngNote:This entity never solid due to many reasons, just don't care about this issue. Don't try to use combinations with prop_dynamic, it will be unstable.
Note.pngNote:For unknown reasons, the impact on ragdolls is extremely weak compared to normal physical objects.

Keyvalues

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

Next Jump Delta (nextjumpdelta) <float>
Push pad trigger delay. Don't use 0, it may will break the jump pad.
Jump Target Name (target) <targetname>
The target we will jump towards. Overrides max jump height. Forces this entity to push along a certain trajectory.
Height Offset (height) <float>
The max jump height.
MuteME (m_bmuteme) <choices>
If yes - the push sound will never be played.
  • 0: No
  • 1: Yes

Outputs

OnTrigger
Fired when jump pad is triggered.
Tip.pngTip:You can use this output and misc_marionettist to have a trajectory that cannot be deviated from (just like in bm_c4a3a1).