Trigger playermovement: Difference between revisions
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==Entity Description== | ==Entity Description== | ||
An entity that can be used to disable player's automatic ducking/unducking when jumping. | An entity that can be used to disable player's automatic ducking/unducking when jumping. | ||
{{sensor_brush}} | |||
{{in code|class=class_c_trigger_player_movement.html CTriggerPlayerMovement|file=triggers_8cpp-source.html triggers.cpp}} | {{in code|class=class_c_trigger_player_movement.html CTriggerPlayerMovement|file=triggers_8cpp-source.html triggers.cpp}} |
Revision as of 19:19, 10 May 2008
Template:Wrongtitle Template:Base brush
Entity Description
An entity that can be used to disable player's automatic ducking/unducking when jumping.
Keyvalues
Flags
- 1 : Clients
- 2 : NPCs
- 4 : Pushables
- 8 : Physics Objects
- 16 : (OBSOLETE, Uncheck me)
- 128 : Disable auto player movement
Inputs
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |
- Toggle
- Toggles this trigger between enabled and disabled states.
- Enable
- Enable trigger
- Disable
- Disable trigger
- TouchTest (in all games since
)
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base. (tested in:
)
- StartTouch (in all games since
) !FGD
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- DisableAndEndTouch (only in
)
- Disables this trigger and calls EndTouch on all currently-touching entities.
|}
Outputs
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |
- OnStartTouch
- !activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger.
- OnStartTouchAll
- !activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, onlyOnStartTouch
will fire.
- OnEndTouch
- !activator = entity that caused this output
!caller = this entity
Fired when a valid entity stops touching this trigger. Note:Will also fire for entities touching it when trigger is disabled via
Disable
inputWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning:
OnEndTouch
can fire beforeOnStartTouch
under certain circumstances[How?] where both are fired on the same tick and each have the same delay.Fix:Add a slight delay to
OnEndTouch
.
- OnEndTouchAll
- !activator = entity that caused this output
!caller = this entity
Fired when all valid entities stop touching this trigger.
- OnTouching (in all games since
)
- !activator = !caller = this entity
Fired if something is currently touching this trigger whenTouchTest
is fired.
- OnNotTouching (in all games since
)
- !activator = !caller = this entity
Fired if nothing is currently touching this trigger whenTouchTest
is fired.
|}