Grimwar/Entities/trigger push
Accelerate occupants or give them a one-time velocity impulse.
Placement: Oriented volume.
Set it up
Continuous applies acceleration while occupied; On Enter gives an impulse. Push Angles uses local pitch and yaw: pitch -90 points up and yaw 90 points right. Clear Downward Velocity helps an upward push overcome a fall. push immediately affects current occupants, and set_speed clamps to zero or greater.
Settings
These are the initial authoring values. Script inputs and runtime state are listed separately below.
| Setting | Default | Meaning and choices |
|---|---|---|
required_tagRequired Tag |
Empty |
Optional tag required on an activating collider. |
allowed_teamsAllowed Teams |
All (7) |
Participant teams this trigger may push. Choices: None (0), Spectate (1), Order (2), Union (4), All (7).
|
allowed_activatorsAllowed Activators |
Participants (3) |
Kinds of collider that may activate this trigger. Choices: None (0), Humans (1), Bots (2), Participants (3), Unassigned Pawns (4), All Pawns (7), Non Pawns (8), Everything (15).
|
modeMode |
Continuous (0) |
Continuous applies acceleration while occupied; On Enter applies one velocity impulse. Choices: Continuous (0), On Enter (1).
|
speedSpeed |
12 |
Acceleration per second or one-shot velocity impulse along Push Angles. Minimum: 0.
|
push_anglesPush Angles |
[0, 0] |
Local push angles in degrees: X is pitch (-90 = up), Y is yaw (90 = right). Zero follows the marker's forward axis. |
clear_downward_velocityClear Downward Velocity |
true |
Remove downward velocity before applying an upward push. |
start_disabledStart Disabled |
false |
Value type: bool.
|
ignore_nav_meshIgnore Nav Mesh |
false |
Exclude this entity from navigation-mesh building. This does not disable its gameplay collision. |
VSig contract
Use the names below with a ref bound to this entity. The value column describes the catalog value type, not a C# method signature. See Read the reference for arguments, authority, and common controls.
| Kind | Member | Value | Authority / access |
|---|---|---|---|
| Input | disable |
none |
Server |
| Input | enable |
none |
Server |
| Input | kill |
none |
Server |
| Input | push |
string |
Server |
| Input | set_speed |
float |
Server |
| Input | toggle |
none |
Server |
| Output | disabled |
none |
Server |
| Output | enabled |
none |
Server |
| Output | end_touch |
string |
Server |
| Output | end_touch_all |
string |
Server |
| Output | killed |
none |
Server |
| Output | push |
string |
Server |
| Output | start_touch |
string |
Server |
| Output | start_touch_all |
string |
Server |
| Property | is_enabled |
bool |
Server; read/write |
| Property | speed |
float |
Server; read/write |
This entity supports operational enable/disable. Repeating the current state does not emit another transition. kill is permanent for this map load.