trigger_push
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| CTriggerPush |
trigger_push is a brush entity available in all
Source games. It is a trigger volume that pushes entities that touch it, except those with a parent.
Keyvalues
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
Also displayed in Hammer's 2D views and Entity Report.
parentname or target).Also displayed in Hammer's 2D views and Entity Report.
See also: Generic Keyvalues, Inputs and Outputs available to all entities
Push Direction (pushdir) <angle>
Speed of Push (speed) <integer>
The speed at which to push entities away, in inches / second.
Scale force for alternate ticks (alternateticksfix) <float>
If nonzero, scale the force by this amount when running with alternate ticks. This fixes problems with an overly large force due to the longer frametime on when running with
sv_alternateticks 1.Trigger on Start Touch (triggeronstarttouch) <boolean> (only in
)
Trigger on start touch instead of on touch.
Only affect players if they are falling (and not pressing jump).
A player must be falling this fast for them to be pushed.
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Filter Name (filtername) <filter> A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean> Stay dormant until activated (with the
Enableinput). |
Flags
TriggerPush:
- Once Only (possibly means set velocity rather than apply acceleration) : [128]
- Affects Ladders (Half-Life 2) : [256]
|
- Correctly account for object mass (
trigger_pushused to assume 100Kg) and multiple component physics objects (car, blob...) : [4096] (in all games since
)
Inputs
- SetPushSpeed <integer> (only in
) - Set the push speed in inches / second.
- SetSpeed <integer> (only in
) - Sets the push speed. Still takes alternate tick keyvalue into account.
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Outputs
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