A trigger for setting the speed of the player in a particular axis or direction. If you want to change the player’s velocity, use a push trigger instead. If you want to send the player in a specific direction, use a catapult instead.
Keyvalues # Keep horizontal speed (KeepHorizontalSpeed<integer>)
Whether or not the trigger affects the player’s horizontal (x/y axis) speed:
0: Affects horizontal speed. (Default) 1: Does not affect horizontal speed.
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A trigger volume that can stick explosives to or inside of its area.
Keyvalues # Method of explosive stick (mode<choices>)
Explosive sticking behavior.
0: Stick on collision inside this area 1: Stick on entering this area Defaults to 0.
Input # Stick(void)
Sticks all explosives in this area.
Unstick(void)
Unsticks all explosives in this area.
Explode(void)
Explodes all explosives in this area.
Fizzle(void)
Fizzles all explosives in this area.
A trigger that controls the maximum number of stickybombs the player is allowed to shoot.
Keyvalues # Stickybomb limit (stickybomb_limit<integer>)
The maximum number of stickybombs the player is allowed to have present while in this trigger. Values are 2-20. Default is 3.
Persist (persist<choices>)
No (0) Yes (1) Whether the limit persists on leaving the trigger, or resets back to 3. Default is 0.
A trigger volume that teleports entities that touch it. Entities are teleported to the Remote Destination.
Keyvalues # Remote Destination (target<target_destination>)
The entity specifying the point to which the player should be teleported.
Local Destination Landmark (landmark<target_destination>)
When “Teleport mode” is “Landmark teleport”, teleported entities are offset from the target by their initial offset from the landmark (this entity).
Velocity Scale Factor (X Y Z) (velocityscale<vector>)
Scale the player’s velocity per-axis.
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Trigger that fires on user KeyPress if inside trigger.
Keyvalues # Key that fires (lookedkey<choices>)
Forward (0) Back (1) Move Left (2) Move Right (3) Jump (4) Duck (5) Attack (6) Attack 2 (7) Reload (8) Speed (9) Walk (10) The default value is 0.
Second key to use that fires, if held down at the same time as other keys (lookedkey2<choices>)
None (0)** Forward (1) Back (2) Move Left (3) Move Right (4) Jump (5) Duck (6) Attack (7) Attack 2 (8) Reload (9) Speed (10) Walk (11) The default value is 0.
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