Trigger playermovement

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Revision as of 03:20, 6 November 2022 by Nescius (talk | contribs) (-added class hierarchy, some cleanup)
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C++ Class hierarchy
CTriggerPlayerMovement
CBaseTrigger
CBaseToggle
CBaseEntity
C++ triggers.cpp

Template:Base brush It can be used to control player's movement options, for instance by automatically ducking or forcing walking speed.

Warning.pngWarning:Don't kill this trigger while players are touching. Players will stay in duck, walk or disable jump mode

Keyvalues

BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

Clients (in Left 4 Dead seriesLeft 4 Dead series survivors and SI) : [1]
NPCs (in Left 4 Dead seriesLeft 4 Dead series commons and witches) : [2]
(OBSOLETE, Uncheck me) : [16]
Disable auto player movement : [128]
Auto-duck while in trigger : [2048]
Auto-walk while in trigger Template:L4D add : [4096]
Disable jump while in trigger Template:L4d2 add : [8192]

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

See also