keyframe_rope

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Contents

Entity Description

A node entity that marks a point in a rope. The first node in the rope should be a move_rope entity, followed by 1 or more keyframe_ropes.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
Warning:See the warning under Counter-Strike Round Restarts before using the Parent field in CS:S.
  • NextKey
<target_destination> Name of the next keyframe along this keyframe path. Can also be a move_rope entity.
  • MoveSpeed
<integer> Speed (units per second)
  • DXLevelChoice:

Minimum DX Level <choices>
Maximum DX Level <choices>
The entity will not exist if the engine is running outside the given range of DirectX Versions. Don't use this with anything that will break saved games should a player switch dxlevel!
  • Default (no bounding)
  • DX7
  • DX8
  • DX8.1
  • DX9 SM2
  • DX9 SM3
  • Slack
<integer> How much extra length the rope has (by default it has the length between its two endpoints in the editor).
  • Type
<choices>
Literal Value Description
0 Rope
1 Semi-rigid
2 Rigid
  • Subdiv
<integer> Number of subdivisions between each rope segment. Maximum value is 8. Higher values make smoother ropes, but are slower to render.
  • Barbed
<boolean> Test effect that makes the rope look sharper and more barbed, like a chain.
  • Width
<integer> Width of the rope.
  • TextureScale
<float> This changes the texture resolution. The default resolution is 4 pixels per inch. Larger values stretch the texture and smaller values scrunch it up.
  • Collide
<boolean> If set, the rope collides with world. Ropes never collide with anything else.
  • Dangling
<boolean> If set, the rope starts out detached from its target endpoint.
  • Breakable
<boolean> If set, the rope can be detached from either endpoint when shot.
Note:If collide with world is set, the rope will not appear to break if the endpoint touches world geometry. This includes touching vertices and edges of brushes as well as being placed inside them.
  • RopeMaterial
<material> The material to use when rendering the rope. Suggested material: cable/cable.vmt

Flags

  • 1 : Auto Resize — allows the rope to "stretch" as the entity moves.

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • SetScrollSpeed <float>
Set the speed at which the texture scrolls.
  • SetForce <vector>
Apply a force instantaneously to the rope.
  • Break
Break the rope, if it's marked to do so.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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