env_alyxemp
From Valve Developer Community
Contents |
Entity Description
This entity creates a particle effect from Alyx's EMP. Often parented to Alyx and set parent attachment to emp.
Keyvalues
-
Angles:
- Pitch Yaw Roll (Y Z X)
<angle> - This entity's angular orientation in the world.
-
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.
- Type
- <choices> EMP Type
Literal Value Description 0 Small 1 Large
- EndTargetName
- <?> Target Entity - Entity to use as a target endpoint.
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; 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.
- SetTargetEnt
- Sets the target endpoint.
- StartCharge
- <float> Setups the particle effect. Its size will be based on the parameter.
- StartDischarge
- Stars the particle effect. Its size is based on the parameter entered in StartCharge input.
- Stop
- Stops the particle effect. Works only with parameter 0.
To do: Write better description.
Outputs
-
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
