Template:Entity It is a trigger volume that pushes entities that touch it, except those with a parent.
 In code, it is represented by the
	 In code, it is represented by theCTriggerPushclass, defined in thetriggers.cppfile.
Keyvalues
- Push Direction (pushdir)  <angle>
- Angles indicating the direction to push touched entities.
 Note:In
Note:In  changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".
 changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".- Speed of Push (speed)  <integer>
- The speed at which to push entities away, in inches / second.
- Scale force for alternate ticks (alternateticksfix)  <float>
- If nonzero, scale the force by this amount when running with alternate ticks. This fixes problems with an overly large force due to the longer frametime on when running with sv_alternateticks 1.
- Trigger on Start Touch (triggeronstarttouch)  <boolean> (only in  ) )
- Trigger on start touch instead of on touch.
- Only Falling Players (OnlyFallingPlayers)  <boolean> (in all games since  ) (also in ) (also in ) )
- Only affect players if they are falling (and not pressing jump).
- Player fall speed (FallingSpeedThreshold)  <float> (in all games since  ) (also in ) (also in ) )
- A player must be falling this fast for them to be pushed.
Flags
TriggerPush:
- Once Only (possibly means set velocity rather than apply acceleration) : [128]
- Affects Ladders (Half-Life 2) : [256]
BaseTrigger
| Everything (not including physics debris) : [64]
 Clients (Survivors, Special Infected, Tanks   ) : [1]
 Only clients in vehicles : [32]
 Only clients *not* in vehicles : [512]
 Disallow Bots (removed since  ) : [4096]
 NPCs (Common Infected, Witches   ) : [2]
 Only player ally NPCs : [16]
 Only NPCs in vehicles (respects player ally flag) : [2048]
 Physics Objects (not including physics debris) : [8]
 Physics debris (include also physics debris) : [1024]
 Pushables (Passes entities with classname func_pushable) : [4]Deprecated.Equivalent to using Everything + filter_activator_class that filters
 func_pushable.
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Inputs
- SetPushSpeed  <integerRedirectInput/integer> (only in  ) )
- Set the push speed in inches / second.
- SetPushDirection  <vectorRedirectInput/Vector> (in all games since  ) (also in ) (also in ) )
- Sets the push angle of the trigger.
- SetSpeed  <integerRedirectInput/integer> (only in  ) )
- Sets the push speed. Still takes alternate tick keyvalue into account.
BaseTrigger
| ToggleToggles this trigger between enabled and disabled states.
 EnableEnable trigger
 DisableDisable 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  ) !FGDBehave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
 EndTouch   (in all games since  ) !FGDBehave as if !caller had just exited the trigger volume.
 DisableAndEndTouch   (only in   )Disables this trigger and calls EndTouch on all currently-touching entities.
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Outputs
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, only
 OnStartTouchwill 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 Disableinput Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid. Warning: OnEndTouchcan fire beforeOnStartTouchunder 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 entityFired if something is currently touching this trigger when
 TouchTestis fired.
 OnNotTouching   (in all games since  )!activator = !caller = this entityFired if nothing is currently touching this trigger when
 TouchTestis fired.
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