trigger_push
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Class hierarchy |
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CTriggerPush |
triggers.cpp |
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.
Bug: Does not affect Common infected and witches [todo tested in?]
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
- Push Direction (pushdir) <angle>
- Angles indicating the direction to push touched entities.
Note:In changing this keyvalue via "Point At..." creates a new "angles" property. Copy its value to "Push Direction".
- 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 Falling Players (OnlyFallingPlayers) <boolean> (in all games since ) (also in )
- Only affect players if they are falling (and not pressing jump).
- Player fall speed (FallingSpeedThreshold) <float> (in all games since ) (also in )
- A player must be falling this fast for them to be pushed.
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Flags
TriggerPush:
Once Only (possibly means set velocity rather than apply acceleration) : [128]
Affects Ladders (Half-Life 2) : [256]
Everything (not including physics debris) : [64] Clients (Survivors, Special Infected, Tanks ) : [1]
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Correctly account for object mass (trigger_push
used 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.
- SetPushDirection <vector> (in all games since ) (also in )
- Sets the push angle of the trigger.
- SetSpeed <integer> (only in )
- Sets the push speed. Still takes alternate tick keyvalue into account.
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Outputs
Bug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch . Confirm:Is it a Multiplayer issue only? [todo tested in?]
Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning:
OnEndTouch can fire before OnStartTouch under certain circumstances where both are fired on the same tick and each have the same delay. Fix:Add a slight delay to OnEndTouch .Bug:Spamming crouch jump in a trigger can randomly fire OnEndTouch . Confirm:Is it a Multiplayer issue only? [todo tested in?]
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