Template:Hl2 brush
It is a brush entity trigger that affects the motion of VPhysics objects that touch its volume. Optionally, it can also create a particle trail. A particle trail, when parented, takes the shape of a model or brush.
In code, it is represented by theCTriggerVPhysicsMotion
class, defined in thetriggers.cpp
file.
Note:This will not affect objects currently being held in the player's hands or by the gravity gun, but you could easily set up the necessary map logic to make the player drop objects when in contact.
Bug:Players cannot jump when in contact with this brush. [todo tested in ?]
Keyvalues
- Start Disabled ([todo internal name (i)]) <boolean>
- Stay dormant until activated (probably with the Enable input).
- Filter Name ([todo internal name (i)]) <filter>
- Filter to use to see if activator triggers me. See filter_activator_name for more explanation.
- Scale gravity of objects in the field. ([todo internal name (i)]) <float>
- Multiply gravity inside the trigger by this amount. Negative values make gravity reversed.
- Additional air density for drag ([todo internal name (i)]) <float>
- Increases air drag. 1000 will produce a thick field of air like the ones seen in some places in the Citadel.
- Max velocity in field (0 disables) ([todo internal name (i)]) <float>
- Limits the maximum speed of an object moving through the trigger. If this is set to below an object's terminal velocity, the object will fall abnormally.
- Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables) ([todo internal name (i)]) <float>
- When an object is going faster than Max velocity in field, gradually reduce the speed of the object by this amount.
- Velocity scale/drag ([todo internal name (i)]) <float>
- Multiplier for velocity. Positive values above 1 will make objects go faster, potentially sending them flying. Negative values, or positive ones smaller than 1, will have effects similar to Additional air density for drag.
- Max angular velocity in field (degrees/s, 0 disables) ([todo internal name (i)]) <float>
- Limits how fast an object can spin inside the trigger.
- Angular Velocity scale/drag ([todo internal name (i)]) <float>
- Multiplier for spinning speeds. Negative values, or positive ones smaller than 1, will have effects similar to Max angular velocity in field.
- Linear force (0 disables) ([todo internal name (i)]) <float>
- Push objects with a certain amount of force.
- Direction of linear force (Pitch Yaw Roll (Y Z X)) ([todo internal name (i)]) <angle>
- The direction that Linear force will push in.
- Particle Trail Material ([todo internal name (i)]) <string>
- Name of a material to use for the particle trail, no name means no particle trail
- Particle Trail Lifetime ([todo internal name (i)]) <float>
- Lifetime of the particles to emit
- Particle Trail Starting Sprite Size ([todo internal name (i)]) <float>
- Starting size of the sprite to emit
- Particle Trail Ending Sprite Size ([todo internal name (i)]) <float>
- Ending size of the sprite to emit
Flags
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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- 4096 : Can move (through hierarchical attachment)
Inputs
- SetGravityScale <floatRedirectInput/float>
- Scale gravity of objects in the field.
- SetAdditionalAirDensity <floatRedirectInput/float>
- Additional air density for drag
- SetVelocityLimit <floatRedirectInput/float>
- Max velocity in field.
- SetVelocityLimitDelta <floatRedirectInput/float>
- Max amount to reduce velocity per second
- SetVelocityLimitTime <stringRedirectInput/string>
- Accepts two arguments: the first is the new velocity limit, the second is the time it takes to ramp to that value
- SetVelocityScale <floatRedirectInput/float>
- Velocity scale/drag
- SetAngVelocityLimit <floatRedirectInput/float>
- Max angular velocity in field.
- SetAngVelocityScale <floatRedirectInput/float>
- Angular Velocity scale/drag
- SetLinearForce <floatRedirectInput/float>
- Linear force (0 disables)
- Enable
- Enable the trigger.
- Disable
- Disable the trigger.
- Toggle
- Toggle enable/disable.
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.
- EndTouch (in all games since
) !FGD
- Behave 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 OnStartTouch 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 input
Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning:OnEndTouch can fire before OnStartTouch 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 when TouchTest is fired.
- OnNotTouching (in all games since
)
- !activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.
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