Prop rocket tripwire: Difference between revisions

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(npc_rocket_turret isn't broken in P2.)
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[[File:prop_rocket_tripwire.jpg|thumb|In-game screenshot of a prop_rocket_tripwire.]]
[[File:prop_rocket_tripwire.jpg|thumb|250px|In-game screenshot of a prop_rocket_tripwire.]]


{{ent not in fgd}}
{{this is a|model entity|game=Portal 2|name=prop_rocket_tripwire}} This entity is unused, and is likely a leftover from an earlier stage of development. It fires a rocket in the direction it is facing when the player, NPC, or physics prop passes in front of it. It uses sounds (partially missing), and a simpler version of {{ent|npc_rocket_turret}}'s model from the first game with the animations removed.
 
{{portal2 point|prop_rocket_tripwire}}
 
==Entity description==
Rocket tripwire. An unfinished entity from the development stage of [[Portal 2]].
 
It fires rockets in a straight line to the direction it is looking when the player, an NPC or a physical prop is visible. It uses sounds (partially missing) and the model of Portal's [[npc_rocket_turret]], but is much more static and doesn't use any of its animations.
 
==FGD Code==
<source lang="text">
@PointClass base(Targetname, Parentname, Angles) studio("models/props/tripwire_turret.mdl") = prop_rocket_tripwire :
"Rocket tripwire"
[
RocketSpeed(float) : "Rocket speed" : "400.00" : "Speed of fired rockets in units/s."
RocketLifetime(float) : "Rocket lifetime" : "15.00" : "Maximum flying time of a rocket in seconds."
 
input  EnableTripwire(void) : "Enable tripwire."
input  DisableTripwire(void) : "Disable tripwire."
input  ForceFire(void) : "Trip the tripwire."
output OnTripped(void) : "Fired whenever the tripwire is tripped."
output OnRocketExplode(void) : "Fired whenever the tripwire rocket explodes."
]
</source>


==Keyvalues==
==Keyvalues==
{{KV|Rocket speed|float|Speed of fired rockets in units/s.}}
{{KV|Rocket lifetime|float|Maximum flying time of a rocket in seconds.}}
{{KV Targetname}}
{{KV Targetname}}
{{KV|Rocket Speed|float|Speed of fired rockets in units/s.}}
{{KV|Rocket Lifetime|float|The rocket will automatically detonate after this number of seconds.}}
{{KV|Initial State|choices|Whether the rocket tripwire starts active.}}
:*0: Enabled
:*1: Disabled
{{KV Parentname}}
{{KV Parentname}}
{{KV Angles}}
{{KV Angles}}


==Inputs==
==Inputs==
{{I Targetname}}
{{I|EnableTripwire|Enables the rocket tripwire.}}
{{I|DisableTripwire|Disables the rocket tripwire.}}
{{I|ForceFire|Forces the rocket tripwire to fire.}}
{{I Parentname}}
{{I Parentname}}


==Outputs==
==Outputs==
{{IO|OnTripped|Fired whenever the tripwire is tripped.}}
{{O|OnTripped|Fired when the laser is tripped.}}
{{IO|OnRocketExplode|Fired whenever the tripwire rocket explodes.}}
{{O|OnRocketExplode|Fired when the rocket explodes.}}
{{O Targetname}}


==External links==
==External links==
* [http://www.youtube.com/watch?v=5kf0CtKKB58 YouTube video of some rocket tripwires]
* [http://www.youtube.com/watch?v=5kf0CtKKB58 YouTube video of some rocket tripwires]
==See also==
*[[npc_rocket_turret]]
[[Category:Prop entities|rocket tripwire]]

Latest revision as of 02:24, 6 June 2025

In-game screenshot of a prop_rocket_tripwire.

prop_rocket_tripwire is a model entity available in Portal 2 Portal 2. This entity is unused, and is likely a leftover from an earlier stage of development. It fires a rocket in the direction it is facing when the player, NPC, or physics prop passes in front of it. It uses sounds (partially missing), and a simpler version of npc_rocket_turret's model from the first game with the animations removed.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Rocket Speed ([todo internal name (i)]) <float>
Speed of fired rockets in units/s.
Rocket Lifetime ([todo internal name (i)]) <float>
The rocket will automatically detonate after this number of seconds.
Initial State ([todo internal name (i)]) <choices>
Whether the rocket tripwire starts active.
  • 0: Enabled
  • 1: Disabled


Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Inputs

EnableTripwire
Enables the rocket tripwire.
DisableTripwire
Disables the rocket tripwire.
ForceFire
Forces the rocket tripwire to fire.
Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/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 the the movement hierarchy, leaving it free to move independently.

Outputs

OnTripped
Fired when the laser is tripped.
OnRocketExplode
Fired when the rocket explodes.

External links

See also