point_playermoveconstraint
Jump to navigation
Jump to search


This article needs more
links to other articles to help
integrate it into the encyclopedia. Please help improve this article by adding links
that are relevant to the context within the existing text.
January 2024



January 2024


![]() |
---|
CPointPlayerMoveConstraint |
![]() |
point_playermoveconstraint
is a point entity available in all Source games. When given the
TurnOn
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