db_camera_collision

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Contents

Entity Description

Prevents the camera (the player's screen) from clipping through. In laymen's terms, an invisible wall to the player's screen camera. Place these brush-based entities in places that the camera should not pass through. Can also be used as a VPhysics brush. See Creating Camera Collision.

Keyvalues

Defines the name that 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.
  • EnableDisable:

Start Disabled <bool>
Stay dormant until activated (probably with the Enable input).

Flags

  • Not solid
It is also possible for this entity to also be a VPhysics collision brush. Un-check this flag to enable it's collision. This does not effect you camera collision, this flag is solely based of real world collision, so for example the marble will collide with this brush.

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.
  • EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

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.

See also

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