func_playerinfected_clip
From Valve Developer Community
Contents |
Entity description
A brush entity in Left 4 Dead which prevents infected players in versus from accessing an area. Appears as a white no access symbol in-game which is only visible when the player is standing close.
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.
-
Origin:
- Origin
<origin> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
-
RenderFields:
- Render Mode
<choices> - Set a non-standard rendering mode on this entity. See Render Modes for details.
- FX Amount (0 - 255)
<int> - Intensity of the selected render mode.
- FX Color (R G B)
<color255> - Color used by the selected render mode (if applicable).
- Disable Receiving Shadows
<bool> - Prevents the entity from receiving shadows.
To do: RTT and/or shadow map?
RenderFXChoices:
- Render FX
<choices> - Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.
-
Global:
- Global Entity Name
<string> - Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.
-
EnableDisable:
- Start Disabled
<bool> - Stay dormant until activated (probably with the Enable input).
-
- fademindist <float>
- Distance at which the prop starts to fade (<0 = use fademaxdist).
- fademaxdist <float>
- Max fade distance at which the prop is visible (0 = don't fade out).
- fadescale <float>
- If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.
-
Shadow:
- Disable shadows
<bool> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- disablerecieveshadows
- <boolean> Used to disable dynamic shadows being cast on this entity.
- InputFilter
- Solidity
- <choices> Used to control the solidity/collision of these brushes.
Literal Value Description 0 Toggle 1 Never Solid 2 Always Solid
- solidbsp
- <boolean> Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
Flags
2: Ignore player +USE
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.
-
RenderFields:
-
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.
-
Shadow:
- EnableShadow
- DisableShadow
- Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.
-
EnableDisable:
-
Enable -
Disable - Enable/disable this entity from performing its task. It might also disappear from view.
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.
