Prop car glass: Difference between revisions
Jump to navigation
Jump to search
m (Robot: fixing template case.) |
m (Classifying as model entity) |
||
(18 intermediate revisions by 11 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{CD|CCarGlassProp}} | ||
{{this is a|model entity|name=prop_car_glass|series=Left 4 Dead}} This class is the same as [[prop_dynamic]], with a car alarm, to be used together with [[prop_car_alarm]]. It differs from a simple prop_dynamic in that damage or a player standing on it is forwarded to the parented prop_car_alarm to allow triggering it. | |||
== | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV Parentname}} | |||
== | == See also == | ||
* | * [[prop_car_alarm]] | ||
[[Category: | [[Category:Prop entities|car glass]] |
Latest revision as of 04:33, 19 May 2025
![]() |
---|
CCarGlassProp |
prop_car_glass
is a model entity available in Left 4 Dead series. This class is the same as prop_dynamic, with a car alarm, to be used together with prop_car_alarm. It differs from a simple prop_dynamic in that damage or a player standing on it is forwarded to the parented prop_car_alarm to allow triggering it.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
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.