Trigger push

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Revision as of 23:03, 7 October 2020 by Tewan (talk | contribs) (fixed confirm note on setpushdir input)
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Template:Base brush It is a trigger volume that pushes entities that touch it, except those with a parent.

C++ In code, it is represented by theCTriggerPushclass, defined in thetriggers.cppfile.

Keyvalues

Push Direction (Pitch Yaw Roll) ([todo internal name (i)]) <angle>
Angles indicating the direction to push touched entities.
Speed of Push ([todo internal name (i)]) <integer>
The speed at which to push entities away, in inches / second.
Scale force for alternate ticks ([todo internal name (i)]) <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.
Only Falling Players ([todo internal name (i)]) <boolean> (in all games since Counter-Strike: Global Offensive)
Only affect players if they are falling (and not pressing jump)
Player fall speed ([todo internal name (i)]) <float> (in all games since Counter-Strike: Global Offensive)
Player must be falling this fast for push to happen

Flags

  • 128 : Once Only (possibly means set velocity rather than apply acceleration)
  • 256 : Affects Ladders (Half-Life 2)
BaseTrigger
Everything (not including physics debris) : [64]
Clients (Survivors, Special Infected, Tanks Left 4 Dead seriesLeft 4 Dead series) : [1]
Only clients in vehicles : [32]
Only clients *not* in vehicles : [512]
Disallow Bots (removed since Left 4 Dead) : [4096]
NPCs (Common Infected, Witches Left 4 Dead seriesLeft 4 Dead series) : [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] Obsolete
Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable.
  • 4096 : Disallow bots Team Fortress 2

Inputs

SetPushDir  (in all games since Counter-Strike: Global Offensive)
Sets the push angle of the trigger.
Confirm:In other games too?
SetSpeed  (only in Portal 2: Community Edition)
Sets the push speed. Still takes alternate tick kv into account.
BaseTrigger
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Icon-Bug.pngBug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Half-Life 2)
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 MultiplayerTeam Fortress 2 branch)
Disables this trigger and calls EndTouch on all currently-touching entities.

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.pngNote:Will also fire for entities touching it when trigger is disabled via Disable input
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay.
Note.pngFix: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 Source 2007)
!activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.