env_xen_pushpad
		
		
		
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env_xen_pushpad  is a   point entity  available in  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.
 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.
 Bug:Doesn't work for players in multiplayer until they jump.
Bug:Doesn't work for players in multiplayer until they jump. Bug: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.
Bug: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.
 Confirm:You can workaround it with other entities. Bug:The model of this entity sometimes disappear in multiplayer for some clients. Fixes sometimes after respawn.
Bug:The model of this entity sometimes disappear in multiplayer for some clients. Fixes sometimes after respawn.
Todo: Find out how to reproduce this bug.
 Workaround: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.
Workaround: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. Note: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.
Note: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. Note:For unknown reasons, the impact on ragdolls is extremely weak compared to normal physical objects.
Note:For unknown reasons, the impact on ragdolls is extremely weak compared to normal physical objects.Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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
 
Outputs
- OnTrigger
- Fired when jump pad is triggered.
 Tip:You can use this output and misc_marionettist to have a trajectory that cannot be deviated from (just like in
Tip:You can use this output and misc_marionettist to have a trajectory that cannot be deviated from (just like in bm_c4a3a1).