Template:Portal2 brush It is used to launch the player into the air.
Note: As of recent updates, this entity is now available in
Team Fortress 2 .
Note:An entity named trigger_catapult
is also available in
Alien Swarm: Reactive Drop , but it seems to be a different entity with different functionality.
Keyvalues
- Player Speed ([todo internal name (i)]) <float>
- Speed at which to launch the players (u/sec)
- Physics Object Speed ([todo internal name (i)]) <float>
- Speed at which to launch physics objects (u/sec)
- Use Threshold Check ([todo internal name (i)]) <boolean>
- If set to yes the player/object will only be catapulted if his/its speed is within the limits specified in the keyvalues for lower and upper threshold.
- Entry Angle Tolerance ([todo internal name (i)]) <float>
- Flung object's velocity must be pointing this much at the target. Specify a value between [-1...1] 1 means exactly, 0 means within 180 degrees -1 means any angle is accepted. This is only used if Use Threshold Check is set to yes.
- Use Exact Velocity ([todo internal name (i)]) <boolean>
- Try to fling exactly at the speed specified - this prevents the added upward velocity from a launch target.
- Exact Solution Method ([todo internal name (i)]) <choices>
- Using exact velocity generates two correct solutions. Use this to force which one you choose.
- 0 : Best
- 1 : Solution One
- 2 : Solution Two
- Lower Threshold ([todo internal name (i)]) <float>
- Flung object must be within this percentage value in order to activate fling. The percentage specified is subtracted from the speed set in the keyvalue Player Speed. Specify a value between [0...1] (default is .15) This is only used if Use Threshold Check is set to yes.
- Upper Threshold ([todo internal name (i)]) <float>
- Flung object must be within this percentage value in order to activate fling. The percentage specified is added to the speed set in the keyvalue Player Speed. Specify a value between [0...1] (default is .30) This is only used if Use Threshold Check is set to yes.
Note: Thresholds seem only concerned by horizontal speed (X-axis), vertical speed seems ignored so it is not the current velocity that is taken into account but only the part on the X-axis
- Launch direction ([todo internal name (i)]) <angle>
- Direction to launch the player in.
- Launch target ([todo internal name (i)]) <targetname>
- Entity to try to 'hit' when we're launched.
- Only check velocity ([todo internal name (i)]) <boolean>
- Only check velocity of the touching object - don't actually catapult it. Use in conjunction with OnCatapulted to create velocity checking triggers. Only works when Use Threshhold Check is enabled.
- Apply angular impulse ([todo internal name (i)]) <boolean>
- If a random angular impulse should be applied to physics objects being catapulted.
- Air Control SupressionTime ([todo internal name (i)]) <float>
- [Launch by target only!]If greater than zero, supress player aircontrol for this number (in seconds). If less than zero use the default (quarter second).
- Use Absolute Threshold Check ([todo internal name (i)]) <boolean> (only in
)
- If true, the threshold values represent actual velocities instead of a percentage
BaseTrigger
- Filter Name (filtername) <filter>
- A filter entity to test potential activators against.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable input).
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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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Inputs
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
- OnCatapulted
- The object has been launched.
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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