trigger_impact
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
Mesh Entity
A trigger volume that can be told to push all physics objects that are inside of it in the direction specified by this trigger's angles. Also outputs the force at the time of impact for anyone else that wants to use it.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Magnitude (
Magnitude
) <Float
>
The strength of the impact. Negative values reverse the direction. -
Noise (
noise
) <Float
>
The amount of directional noise (0-1). 0 = no noise, 1 = random direction. -
Viewkick (
viewkick
) <Float
>
The amount to kick player's view if the player is in the trigger. Proportional to magnitude (0-1).
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Impact <
Float
>
Fire the impact, pushing all entities within the volume. -
SetMagnitude <
Float
>
Set the magnitude of the impact.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
ImpactForce <
String
>
Fired after an impact. The parameter passed along is the force of the impact that was generated.
Mesh Entity
A trigger volume that can be told to push all physics objects that are inside of it in the direction specified by this trigger's angles. Also outputs the force at the time of impact for anyone else that wants to use it.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Magnitude (
Magnitude
) <Float
>
The strength of the impact. Negative values reverse the direction. -
Noise (
noise
) <Float
>
The amount of directional noise (0-1). 0 = no noise, 1 = random direction. -
Viewkick (
viewkick
) <Float
>
The amount to kick player's view if the player is in the trigger. Proportional to magnitude (0-1).
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Impact <
Float
>
Fire the impact, pushing all entities within the volume. -
SetMagnitude <
Float
>
Set the magnitude of the impact.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
ImpactForce <
String
>
Fired after an impact. The parameter passed along is the force of the impact that was generated.
Mesh Entity
A trigger volume that can be told to push all physics objects that are inside of it in the direction specified by this trigger's angles. Also outputs the force at the time of impact for anyone else that wants to use it.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Magnitude (
Magnitude
) <Float
>
The strength of the impact. Negative values reverse the direction. -
Noise (
noise
) <Float
>
The amount of directional noise (0-1). 0 = no noise, 1 = random direction. -
Viewkick (
viewkick
) <Float
>
The amount to kick player's view if the player is in the trigger. Proportional to magnitude (0-1).
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Impact <
Float
>
Fire the impact, pushing all entities within the volume. -
SetMagnitude <
Float
>
Set the magnitude of the impact.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
ImpactForce <
String
>
Fired after an impact. The parameter passed along is the force of the impact that was generated.
Mesh Entity
A trigger volume that can be told to push all physics objects that are inside of it in the direction specified by this trigger's angles. Also outputs the force at the time of impact for anyone else that wants to use it.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Magnitude (
Magnitude
) <Float
>
The strength of the impact. Negative values reverse the direction. -
Noise (
noise
) <Float
>
The amount of directional noise (0-1). 0 = no noise, 1 = random direction. -
Viewkick (
viewkick
) <Float
>
The amount to kick player's view if the player is in the trigger. Proportional to magnitude (0-1).
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Impact <
Float
>
Fire the impact, pushing all entities within the volume. -
SetMagnitude <
Float
>
Set the magnitude of the impact.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
ImpactForce <
String
>
Fired after an impact. The parameter passed along is the force of the impact that was generated.