Sven Co-op point entity. Catches players that fall below a reference point: fires a target and/or respawns them.
- Copy
fall_catch.astoscripts/maps/. - In the map
.cfgaddmap_script <path without extension>. - Add
fall_catch.fgdto your Hammer game configuration.
Every scantime seconds each alive player is checked. A player is fallen when feet.z < reference.z + offset, where feet.z = origin.z + mins.z. The reference is the watch entity, otherwise the trigger itself.
For a fallen player: target is fired (the player is the activator), then the player is respawned if the flag is set, then the sound plays. After that the player is ignored for cooldown seconds.
| Key | Default | Description |
|---|---|---|
targetname |
Needed to turn the entity On/Off with Use. | |
initial_state |
1 |
State at map start: 0 Off, 1 On. |
target |
Fired with the fallen player as activator. A delay in between replaces the activator. | |
watch |
Entity used as the reference point instead of this one, for example a train. Brushes use their center. | |
offset |
-8 |
Added to the reference Z. A player is fallen when their feet are below the result. Use a negative value. |
radius |
0 |
Horizontal radius around the reference. Players farther away are ignored. 0 = unlimited. |
cooldown |
0.5 |
Seconds before the same player can be caught again. Without it a player still below the line would trigger on every check. |
scantime |
0.1 |
Seconds between checks. Lower = faster reaction, more load. Below 0.01 falls back to 0.1. |
sound |
Path relative to sound/. Empty = no sound. Custom sounds must be in the map .res. |
|
health |
10 |
Sound volume, 1-10. 0 or unset = 10. |
pitch |
100 |
Sound pitch, 1-255. Above 100 = higher. |
| Value | Name | Effect |
|---|---|---|
| 1 | Respawn Player | Respawn the player on an active spawn point. |
| 2 | Debug Log | Print [fall_catch] diagnostics to the console. |
On enables, Off disables, anything else toggles.
- Z-only check, meant for flat floors. On a slope a player can end up below the reference and gets caught.
Respawn Playerdoes not move spawn points. For a train or platform the spawn point has to follow it, for example withtrigger_setorigin.- Players only. Noclip players are not excluded.
- The sound is meant to be heard only by the fallen player (
target_ent_unreliable). Not verified in-game.