env_xen_pushpad
Class hierarchy |
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CPropXenPushPad |
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.
Contents
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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.
misc_marionettist
to have a trajectory that cannot be deviated from (just like in bm_c4a3a1
).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.
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.