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	<id>https://wiki.svencoop.com/index.php?action=history&amp;feed=atom&amp;title=Mapping%2FPlayer_Movement</id>
	<title>Mapping/Player Movement - Revision history</title>
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	<updated>2026-04-04T05:43:34Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Mapping/Player_Movement&amp;diff=938&amp;oldid=prev</id>
		<title>Outerbeast: Under Construction</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Mapping/Player_Movement&amp;diff=938&amp;oldid=prev"/>
		<updated>2023-05-12T18:20:31Z</updated>

		<summary type="html">&lt;p&gt;Under Construction&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;&lt;br /&gt;
background:yellow;&lt;br /&gt;
color:black;&lt;br /&gt;
border:5px solid orange;&lt;br /&gt;
padding:1em 1em;&lt;br /&gt;
width:20%&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;This page is under construction!&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gravity Change ==&lt;br /&gt;
&lt;br /&gt;
    The gravity change will affect only the player who touched the trigger. The effect will be applied globally, so even after leaving the trigger gravity won&amp;#039;t switch to it&amp;#039;s normal state.&lt;br /&gt;
&lt;br /&gt;
    1. Turn the brush covered with &amp;quot;AAATRIGGER&amp;quot; texture into entity:  trigger_gravity.&lt;br /&gt;
&lt;br /&gt;
    2. Edit some keyvalues if needed:&lt;br /&gt;
&lt;br /&gt;
    allow tiny monsters --&amp;gt; allow tiny monsters to trigger this entity.&lt;br /&gt;
    gravity --&amp;gt; changing the gravity amount, where 1 is a normal gravity and values closer&lt;br /&gt;
    to 0 means less gravity. Can&amp;#039;t be 0 itself. You can set gravity to higher than 1 to increase the gravity force!&lt;br /&gt;
&lt;br /&gt;
    If you want to switch gravity back to normal, just place another trigger_gravity &lt;br /&gt;
    in the location(s) where it&amp;#039;s necessary. The picture below shows how to toggle gravity&lt;br /&gt;
    on entering and leaving specified area:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Push ==&lt;br /&gt;
&lt;br /&gt;
    Push player or monster, prevent blocking teleport destination, jump pads, speed up player in certain areas, make a wind. Trigger_push can be used in the same way as regular trigger entity.&lt;br /&gt;
&lt;br /&gt;
    1. Turn the brush covered with &amp;quot;AAATRIGGER&amp;quot; texture into entity: trigger_push.&lt;br /&gt;
&lt;br /&gt;
    2. Change keyvalues:&lt;br /&gt;
&lt;br /&gt;
    allow tiny monsters --&amp;gt; allow tiny monsters to trigger this entity.&lt;br /&gt;
    speed of push --&amp;gt; speed of the push. Half-life 1 jump pads uses 2000. Gravity &amp;quot;push&amp;quot; is 800.&lt;br /&gt;
    pitch yaw roll --&amp;gt; direction of the push. Use Yaw compass to determine in which direction&lt;br /&gt;
    (in x/y view) the push affects. Pitch values: -90 for up, 90 for down. &lt;br /&gt;
    You can combine Pitch and Yaw e.g.:&lt;br /&gt;
    -45 180 0 ---&amp;gt; that means push goes:&lt;br /&gt;
    -45 - northwest in x/z view.&lt;br /&gt;
    -180 - west in x/y view.&lt;br /&gt;
&lt;br /&gt;
    3. Set up some flags if needed:&lt;br /&gt;
&lt;br /&gt;
    once only --&amp;gt; the push ends after first object leaves it, then push is removed from the map.&lt;br /&gt;
    start off --&amp;gt; start disables, triggering trigger_push enables pushing.&lt;br /&gt;
    pushables --&amp;gt; affect func_pushable entites.&lt;br /&gt;
    no clients --&amp;gt; don&amp;#039;t affect player.&lt;br /&gt;
    no monsters --&amp;gt; don&amp;#039;t affect monsters.&lt;br /&gt;
    fire on exit --&amp;gt; fire entity listed in target after leaving the trigger (normally activates target when entering trigger).&lt;br /&gt;
    force push --&amp;gt; players and monsters can&amp;#039;t freely move inside the trigger_push volume. They are forced to move in the push direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Friction ==&lt;br /&gt;
&lt;br /&gt;
    Warning! Wet floor!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    1. Friction brush is visible, so if you want a invisible friction, turn the brush &lt;br /&gt;
    covered with &amp;quot;AAATRIGGER&amp;quot; texture into  func_friction entity. Or you can make &lt;br /&gt;
    a puddle and then turn it into func_friction. Everyone who touches &lt;br /&gt;
    func_friction will be affected.&lt;br /&gt;
&lt;br /&gt;
    2. Change keyvalue:&lt;br /&gt;
&lt;br /&gt;
    percentage of standard --&amp;gt; 100 is a normal friction. Less value for more slippery floor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Global Player Speed ==&lt;br /&gt;
&lt;br /&gt;
    Make sure your map have created and configured cfg file. The full guide how to make cfg file on Sven Co-op website:&lt;br /&gt;
    http://www.svencoop.com/mapmi.php&lt;br /&gt;
&lt;br /&gt;
    1. Go into your map config file (yourmap.cfg in maps folder)&lt;br /&gt;
&lt;br /&gt;
    2. Write a new command line into file: &amp;quot;sv_maxspeed X&amp;quot;&lt;br /&gt;
    Where X is player max movement speed. 270 is default.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dynamically Change Player Speed ==&lt;br /&gt;
&lt;br /&gt;
    Player speed can be changed temporary, by giving a name for each player. Next, you need to change a player speed value by triggering trigger_changevalue entity.&lt;br /&gt;
&lt;br /&gt;
    1. Give players a name before changing their speed. The given name is virtual, and will not affect real player nickname. Create new trigger_multiple, and place trigger_renameplayer. Give trigger_renameplayer a name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    2. In a target field of trigger_multiple write a trigger_renameplayer entity name.&lt;br /&gt;
    Set trigger multiple delay before reset to 0.&lt;br /&gt;
&lt;br /&gt;
    3. Fill new player targetname field in trigger_renameplayer. You can write anything&lt;br /&gt;
    you want. Now the players will be renamed on entering trigger. This is a players name.&lt;br /&gt;
&lt;br /&gt;
    4. Place trigger_changevalue on a map. Change keyvalues:&lt;br /&gt;
&lt;br /&gt;
    name --&amp;gt;  it&amp;#039;s required.&lt;br /&gt;
    destination entity --&amp;gt; the name of players after renaming (the same as new player target name value from trigger_renameplayer).&lt;br /&gt;
    destination key --&amp;gt; write a &amp;quot;maxspeed&amp;quot; to change player speed.&lt;br /&gt;
    source value --&amp;gt; new value for destination key, in this case for player speed.&lt;br /&gt;
    Keep in mind that 270 is default player speed.&lt;br /&gt;
    action --&amp;gt; leave it to &amp;quot;replace&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
    Rest of keyvalues are for advanced user, and we don&amp;#039;t need to use these. Leave flags&lt;br /&gt;
    tab as well.&lt;br /&gt;
&lt;br /&gt;
    5. Place func_button or trigger_multiple or anything you like to activate trigger_changevalue, then write a trigger_changevalue name into target field.&lt;br /&gt;
    Remember to set delay before reset for multiple use.&lt;br /&gt;
&lt;br /&gt;
    6. To switch player speed to normal, you need to place another trigger_changevalue (for source value 270 for default speed) and activate it.&lt;br /&gt;
&lt;br /&gt;
    After dead, player speed is automatically switching back to normal, but not the name.&lt;br /&gt;
    To name all players on map start, place the trigger_multiple on all players spawners.&lt;br /&gt;
    Picking up and dropping weapon_minigun will remove the effect.&lt;/div&gt;</summary>
		<author><name>Outerbeast</name></author>
	</entry>
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