env_terrainmorph
From Valve Developer Community
Contents |
Entity Description
An entity which dynamically morphs terrain by pulling vertices along a normal. (Collision hull is not updated!)
Place this entity the desired distance from a terrain surface and set Angles (
To do: Non-FGD keyvalue? It isn't in the FGD, so please clearify.) to the normal along which you want to pull the vertices of the surface.
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.
- startradius
- <integer> Radius of the effect when morphing begins. Only this value is used if the effect is flagged to occur instantly.
- goalradius
- <integer> Radius of the effect at the end of morphing. The radius of this effect will change from Start Radius to Goal Radius over the duration of this effect. This value is ignored if the effect is flagged to occur instantly.
- duration
- <integer> The morph will take place over this period of time (seconds). Ignored if the Instant flag is set.
- fraction
- <integer> Displacement Fraction - If set to
1, the terrain surface will be pulled exactly to this entity's position. If set to0.5, the surface will be pulled exactly half way to this entity's position. If set to2, the surface will be pulled to an imaginary point twice as far away as this entity. (Any fraction value greater than1.0will result in clipping. The surface cannot be pulled beyond this entity's position and any vertices attemping will clip to this entity's position. You may use this feature to create mesas.)
Flags
- 1 : Instant
- If set, the morph will take place instantly instead of over time.
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.
- BeginMorph
- Begin morphing terrain.
-
To do: Write 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.
