trigger_setspeed
Opened this issue · 1 comments
Panzerhandschuh commented
@SolidClass base(Trigger)
= trigger_setspeed : "A trigger volume that sets the exact speed of entities that are touching it."
[
HorizontalSpeed(float) : "Horizontal Speed" : 500 : "The new horizontal speed to apply. Direction depends on Horizontal Speed Mode."
HorizontalSpeedMode(choices): "Horizontal Speed Mode": 0 : "Determines how horizontal speed is applied. If direction is not changed, the entity's current velocity direction is retained. If the entity is not moving, its angles are used instead." =
[
0: "Set exact speed and direction"
1: "Set exact speed, don't change direction"
2: "Increase only, don't change direction"
3: "Decrease only, don't change direction"
4: "Ignore"
]
HorizontalSpeedYaw(float): "Horizontal Speed Yaw Angle" : 0 : "If this entity's Horizontal Speed Mode is 'Set exact speed and direction', this yaw angle determines the new horizontal velocity direction."
VerticalSpeed(float) : "Vertical Speed" : 0 : "The new vertical speed to apply."
VerticalSpeedMode(choices): "Vertical Speed Mode": 4 : "Determines how vertical speed is applied. 'Increase only' and 'Decrease only' look at exact values, not just magnitudes." =
[
1: "Set exact speed"
2: "Increase only"
3: "Decrease only"
4: "Ignore"
]
]
Panzerhandschuh commented
Some issues I've found with the current trigger_setspeed:
- When placed on the ground, the player can get more speed by jumping out of the trigger (probably due to ground friction)
- Too many update interval properties (Update every interval, interval, every tick). Can probably be refactored into one property (-1 = every tick, 0 = on start touch, > 0 = custom interval). Dunno if the refactor makes these properties obsolete.