trigger_pushes not working

DrSquishy

we've all had better times to die
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Feb 10, 2017
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The title explains it all. My trigger push isn't working. I have the right flags and directions and it works on one section, but not on the rest. Any help?
 
Mar 23, 2013
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Perhaps the direction is wrong after all? It would be helpful when you just make a screenshot of the entity settings in the future and post them along with the thread
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
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Perhaps the direction is wrong After all? It would be helpful when you just make a screenshot of the entity settings in the future and post them along with the thread
One section of it works fine, in the direction intended but the rest doesn't. It's a single brush
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
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trigger_push1.PNG trigger_push2.PNG
 

Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
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Try checking "Clients" in your flags. Idk if that will fix it, but it's worth a shot.
 
Mar 23, 2013
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what do you mean with section? Like part of the brush doesn't work or is it build of multiple ones?

EDIT (cos ninja): oh yeah, you should definitely check Clients.

In case you want to to catapult players, you should look into trigger_catapult.
 

DrSquishy

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Feb 10, 2017
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Suddenly started working properly. Thanks
 
Mar 23, 2013
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I'm not sure but doesn't trigger_push only work on players which are airbone? I never used the entity so this might be false, but perhaps this is what gave you trouble?
 

Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
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I'm not sure but doesn't trigger_push only work on players which are airbone? I never used the entity so this might be false, but perhaps this is what gave you trouble?
Nah, I used it on koth_skyfall to push players off the map, it worked fine even if you were standing on the ground
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
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I'm not sure but doesn't trigger_push only work on players which are airbone? I never used the entity so this might be false, but perhaps this is what gave you trouble?
I'm using it in conjunction with some water
 

Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
Use trigger_catapult if you want to fling people into the air. Or push you you want a shove.
 

DrSquishy

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Feb 10, 2017
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Tango

Sauce Copter Enthusiast
Jul 10, 2017
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Aren't trigger_conveyors good for that as well?

Never really used a conveyor before so maybe? I dunno I've always used trigger_push for that stuff
 

DrSquishy

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Feb 10, 2017
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Never really used a conveyor before so maybe? I dunno I've always used trigger_push for that stuff
From what I've tried, they're like a solid trigger_push. Anything that touches the solid upside of the brush is pushed
 

henke37

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Sep 23, 2011
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trigger_conveyor also has a material proxy that goes with it, letting you animate the texture on the brush in sync with the movement.
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
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Use trigger_catapult if you want to fling people into the air. Or push you you want a shove.
actually, trigger_apply_impulse might be better suited if there isn't a specific launch target, but rather just a direction (i.e. up). It needs to have an input of ApplyImpulse in order for it to blast anything, so what you can do is have it OnStartTouch send ApplyImpulse to the entity !self (that's the trigger itself).

Also, it's func_conveyer. It's not a trigger entity so it doesn't have any trigger functionality (i.e. no OnStartTouch, no !activator). In addition to that, it has difficulty pushing objects upwards (hasn't worked for me). It's more suited for an actual conveyer belt, where objects are pushed horizontally.

If you'd like you can check out a video I made on launching players. I didn't include func_conveyer since it didn't work for me to launch players upward.
Another option is to change the player's basevelocity with AddOutput. it basically does the same thing as trigger_apply_impulse, but it can be used on any trigger or even button. You can check out the text version of that tutorial here: https://tf2maps.net/threads/the-input-named-addoutput.32687/
 
Mar 23, 2013
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But the impulse entity works like the basevelocity input then it takes the players aircontroll which makes you always land on the target.
Bit I thought this is what you can also do with different launch methods of the trigger_catapult or do they set something else? I couldnt find much information about that setting.


EDIT: nvm, there is a setting for ait controll in trigger_catapult, I was thinking of the "exact solution method" which I couldn't figure out what it does
 
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