trigger_push Last edited 3 months ago2024-09-03 15:48:59 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.

trigger_push - Brush Entity

When a player, monster or pushable object enters this entity's area, it is pushed in the specified direction and speed.
Deathmatch Classic only
Only the players can be pushed in Deathmatch Classic due to an extra check added in the entity's touch method.

Attributes

A lot of the properties in Half-Life's FGD for this entity are bogus and doesn't work. These are struck over and marked in red.

Flags

Notes

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 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)

1 Comment

Commented 1 year ago2023-01-05 14:57:16 UTC Comment #104982
looks like the target never gets triggered on this entity

You must log in to post a comment. You can login or register a new account.