move_rope
From Valve Developer Community
Contents |
Entity Description
The first node in set of nodes that are used to place ropes in the world. It should connect to one or more keyframe_rope entities.
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.
- 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
- PositionInterpolator
- <choice>
Literal Value Description 2 Rope Interpolator
Flags
- 1 : Auto Resize
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.
- 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:
-
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.
