From Valve Developer Community
In code, it is represented by class
CTriggerPush, defined in
- Push Direction (Pitch Yaw Roll)
- Angles indicating the direction to push touched entities.
- Speed of Push
- The speed at which to push entities away, in inches / second.
- Scale force for alternate ticks
- 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.
- Only Falling Players
<boolean>(New with Counter-Strike: Global Offensive)
- Only affect players if they are falling (and not pressing jump)
- Player fall speed
<float>(New with Counter-Strike: Global Offensive)
- Player must be falling this fast for push to happen
- 128 : Once Only (possibly means set velocity rather than apply acceleration)
- 256 : Affects Ladders (Half-Life 2)
- 1 : Clients
- 2 : NPCs
- 4 : Pushables
- 8 : Physics Objects
- 16 : Only player ally NPCs
- 32 : Only clients in vehicles
- 64 : Everything (not including physics debris)
- 512 : Only clients *not* in vehicles
- 1024 : Physics debris
- 2048 : Only NPCs in vehicles (respects player ally flag)
- 4096 : Disallow Bots
- 4096 : Correctly account for object mass (trigger_push used to assume 100Kg) and multiple component physobjs (car, blob...) (New with Alien Swarm)
TouchTest(New with Source 2007)
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch(New with Source 2007) !FGD
- Fires the OnStartTouch output.
EndTouch(New with Source 2007) !FGD
- Fires the OnEndTouch output.
DisableAndEndTouch(Only in Team Fortress 2)
- Disables this trigger and calls EndTouch on all currently-touching entities.
- Toggles this trigger between enabled and disabled states.
- Enable/disable this entity from performing its task. It might also disappear from view.
- Move with this entity. See Entity Hierarchy (parenting).
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although entities with a large number of children are killed marginally faster.
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
<script>(New with Left 4 Dead 2)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
<string>(New with Left 4 Dead 2)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
<string>(New with Left 4 Dead 2) !FGD
- Execute a VScript function in the scope of the receiving entity. Note:This input is missing from some games FGD files.
<origin>(New with Alien Swarm) !FGD
- Set this entity's origin in the map. Note:This input is missing from some games FGD files.
<angles>(New with Alien Swarm) !FGD
- Set this entity's angles in the map. Note:This input is missing from some games FGD files.
- Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire. (activator is the exiting entity)
- Fires when the last entity in the entity's area exits this trigger or when this entity is disabled. Only entities that passed this trigger's filters are considered. (activator is the last exiting entity)
OnTouching(New with Source 2007)
OnNotTouching(New with Source 2007)
- Fired when the
TouchTestinput is called.
- Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire. (activator is the toucher)
- Fired whenever the trigger is activated. (activator is the activator)
- These Outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
OnKilled(New with Left 4 Dead)
- This Output fires when the entity is killed and removed from the game.