Talk:Trigger push
Trigger_push seems to have very little effect on physics objects, and even that is negative. The physics objects move very slowly in the opposite direction than that of the trigger_push's direction. JJ45 09:47, 18 Nov 2006 (PST)
- You can up the force but friction with the ground tends to slow them down. as for it being negative *shrug* point it in the other direction. A stronger push may be too strong for the player so 2 may be needed onbe filtered fro physics objects the other for everything else. --Angry Beaver 16:04, 18 Nov 2006 (PST)
- This "other direction" thing seems to happen when trying to push physics objects along the ground, where the friction and normal push back; the problem is the reaction forces are so great that they actually force the object in the opposite direction of the original force—ts2do 21:50, 18 Nov 2006 (PST)
Isn't there another entity that can pull/push physics entities? Solokiller 01:34, 19 Nov 2006 (PST)
Try this one on for size. trigger_wind--Deadity 03:40, 19 Nov 2006 (PST)
It's impossible to change the "speed" keyvalue with "... trigger,addoutput,speed <speed>" once the trigger_push spawned. Looking in the source engine code shows that the alternate ticks causes the problem. Since Source Engine 2007 the speed is calculated over a new float value which is set equal to the speed keyvalue, when the trigger is spawned. Duo to the impossibility to change this new float later via the normal "speed" keyvalue, the trigger_push will always push with the same power. Maybe this should be added as a Bug? I tried to use this feature, but it was not possible because of this "bug". -- StaX 01:54, 17 Sep 2011 (GMT+1)
Manhacks?
Does this work on Manhacks?
Limit of 8?
From what I've observed, you're limited to 8 per level; with more, the map compiles but negates the effect of the oldest. Anyone else seeing this? Charles the Cat (talk) 23:53, 7 March 2016 (UTC)