trigger_push
Last edited 2 years ago2022-07-13 10:43:27 UTC
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Brush EntityWhen a player, monster or pushable object enters this entity's area, it is pushed in the specified direction and speed.
Attributes
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- Name (targetname) - Property used to identify entities.
- Master (master) - The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.
- Delay before trigger (delay) - Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action.
- Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
- Kill target (killtarget) - Remove this entity from the game when the trigger_once is triggered.
- Target Path (netname)
- Sound style (sounds)
- Message (message)
- Speed of push (speed) - The speed to push at in units per second.
Flags
- Once Only (1) - Makes the entity have effect once only.
- Start Off (2) - Start off and wait to be triggered on.
- Pushables (4) - Allow pushable objects to be affected this entity.
Inputs
Outputs
Notes
- If your trigger_push is set up to move func_pushable entities, they must either be rendered or pushed by the player or monsters before they will be affected. Additionally, they will only be pushed while they are entirely engulfed by the trigger_push brush.
- For comparison, the "push" of default gravity is 800 and default player movement speed is 270.
Team Fortress Classic only
Attributes
- Master (master) - The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.
- Delay before trigger (delay) - Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action.
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- Targetname of teamcheck goal (teamcheck) - Using this in conjunction with an info_tf_teamcheck allows you to switch the entity's team allegiance when the info_tf_teamcheck changes its team setting. The team_no property must be set to Any (0) if you use this value.
- Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.
- Has item from group # (h_i_g) - The player must be carrying any item from this group to use this entity. Set 0 to ignore this criterion.
- Hasn't item from group # (hasnt_item_from_group) - To use this entity, the player must not be carrying any item from this group. Set 0 to ignore this criterion.
- If item # has moved (if_item_has_moved) - A player can only use the entity if this item is not in its original spawn location. Set 0 to ignore this criterion.
- If item # hasn't moved (if_item_hasnt_moved) - A player can only use the entity if this item is in its original spawn location. Set 0 to ignore this criterion.
- If goal # active (if_goal_is_active) - Players can only use the entity if this goal is in the active state. Set 0 to ignore this criterion.
- If goal # inactive (if_goal_is_inactive) - Players can only use the entity if this goal is in the inactive state. Set 0 to ignore this criterion.
- If goal # removed (if_goal_is_removed) - Players can only use the entity if this goal is in the removed state. Set 0 to ignore this criterion.
- If group # active (if_group_is_active) - A player can only use the entity if all the goals in this group are in the active state. Set 0 to ignore this criterion.
- If group # inactive (if_group_is_inactive) - A player can only use the entity if all the goals in this group are in the inactive state. Set 0 to ignore this criterion.
- If group # removed (if_group_is_removed) - A player can only use the entity if all the goals in this group are in the removed state. Set 0 to ignore this criterion.
- Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
- Kill target (killtarget)
- Target Path (netname)
- Sound style (sounds)
- Message (set sound too!) (message)
- Name (targetname) (targetname)
- Team allowed to activate entity (team_no)
- Player class allowed to activate entity (playerclass)
- Speed of push (speed)
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