point_playermoveconstraint
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January 2024
January 2024
Class hierarchy |
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CPointPlayerMoveConstraint |
point_playermoveconstraint.cpp
|
point_playermoveconstraint
is a point entity available in all Source games. When given theTurnOn
input, it constrains any players already-within a set radius around itself, then slowing them down when they get close to the edge of the radius.
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
- Radius
(radius)
<float> - Radius to find players to constrain.
- Bug:When this entity spawns radius squared is computed and that value is used to check whether constraint was broken on a player to stop its effect and fire OnConstraintBroken output. The issue is that changing
radius
using AddOutput doesn't update the radius squared variable and so the original radius is used to determine whether player broke the constraint [todo tested in?] - Constraint Width
(width)
<float> - Width of the constraint edge. This is the distance in which to start slowing players down as they approach the edge of the radius.
- Speed Factor
(speedfactor)
<float> - Factor applied to the player's max speed as they approach the radius edge.
Inputs
TurnOn
- Start constraining any players already within the radius.
TurnOff
- Stop constraining any players previously constrained.
Outputs
OnConstraintBroken
- Fired when a player breaks through the constraint. !caller = player