env_xen_pushpad

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The Xen Trampoline in bm_c2a5g.

env_xen_pushpad is a point entity available in Black Mesa Black Mesa. This is Xen Trampoline, the Xen flora that propelling anything who steps onto it into the air. The game uses it as a jump pad that allows the player to jump high. Works with player and physics objects.

Represented by class CPropXenPushPad.


Keyvalues

Next Jump Delta (nextjumpdelta) <float>
Push pad trigger delay. Don't use 0, it may will break the jump pad.
Jump Target Name (target) <targetname>
The target we will jump towards. Overrides max jump height. Forces this entity to push along a certain trajectory.
Height Offset (height) <float>
The max jump height.
MuteME (m_bmuteme) <choices>
If yes - the push sound will never be played.
  • 0: No
  • 1: Yes


Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) <choices>
Method of collision for this entity. {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:2em;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"

|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | Choices |

  • 0: None
  • 1: BSP (QPhysics)
  • 2: Bounding Box
  • 3: Oriented Bounding Box (Use for runtime spawned rotated brush entities)
  • 4: Oriented Bounding Box, constrained to Yaw only
  • 5: Custom/Test (Usually no collision with anything)
  • 6: VPhysics

|}


Hitbox Set (hitboxset) <string>
Sets the $hboxset to use.
Body Group (body or SetBodyGroup) <integer>
Sets the the active $bodygroup.
Model Index (modelindex) <short> !FGD
Given the number index from dumping the cl_precacheinfo modelprecache table, sets entity model to the index.
Warning.pngWarning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
Model Scale (modelscale) <float> (in all games since Half-Life 2: Episode Two)
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning.pngWarning:Negative or extremely high values can cause crashes!
Note.pngNote:Scale may not appear in Hammer Hammer 4.x, but will appear in-game (tested in Day of Defeat: Source). This is fixed in Hammer++ Hammer++.
Texture Frame (texframeindex) <integer> !FGD
The initial frame number for all animated textures on this entity.
Start Fade Distance (fademindist) <float>
Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
End Fade Distance (fademaxdist) <float>
Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade.
FX Amount/Transparency (0–255) (renderamt) <integer>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Lighting Origin (LightingOrigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <targetname> Obsolete
Deprecated.
The info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead.


Inputs

skin <integerRedirectInput/integer>
Selects a skin from the model's index, starting with 0.
Color <color255RedirectInput/color32>
Sets value for Color property.
Alpha <integerRedirectInput/integer>
Sets value for Alpha property.
SetBodyGroup <integerRedirectInput/integer>
Sets the the active $bodygroup.
Ignite
Makes the entity catch on fire indefinitely.
IgniteLifetime <floatRedirectInput/float>
Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires <integerRedirectInput/integer> (removed since Left 4 Dead 2)
Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in Left 4 Dead 2 onward.
IgniteHitboxFireScale <floatRedirectInput/float> (removed since Left 4 Dead 2)
Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in Left 4 Dead 2 onward.
BecomeRagdoll
Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints. For other models, phys_convert can be used instead.
SetLightingOrigin <targetnameRedirectInput/string>
Sets the entity's lighting origin to use this entity's position.
SetLightingOriginHack <targetnameRedirectInput/string> (removed since Left 4 Dead) Obsolete
Deprecated.
Offsets the entity's lighting origin by their distance from an info_lighting_relative. Use SetLightingOrigin instead.
fademindist <floatRedirectInput/float>
Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist <floatRedirectInput/float>
Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale <vectorRedirectInput/Vector> (only in Source 2013)
Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Tip.pngTip:The modelscale keyvalue can be AddOutputed as a workaround for other games with this input missing.
Warning.pngWarning:Negative or extremely high values can cause crashes!


Outputs

OnTrigger
Fired when jump pad is triggered.
Tip.pngTip:You can use this output and misc_marionettist to have a trajectory that cannot be deviated from (just like in bm_c4a3a1).
OnIgnite  !FGD
Fired when the entity catches fire, such as from an env_entity_igniter or the Ignite inputs.


Bugs/Limitations

Doesn't work with NPCs

It completely ignore any type of NPC, they just go throught this entity. Probably was never implemented on purpose due to possible problems with NPCs navigation.

Confirm:You can workaround it with other entities.

Disappear in multiplayer

The model of this entity sometimes disappear, the entity still work however. You can workaround, disable entity render via Don't Render value for Render Mode property, add prop_dynamic with disabled collision and add some logic for the idle and jump animations.

No collision

This entity never solid due to many reasons, just don't care about this issue. Don't try to use combinations with prop_dynamic, it will be unstable.