Env airstrike outdoors: Difference between revisions

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(Initial creation: env_airstrike_outdoors)
 
m (Classifying as model entity)
 
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{{l4d2 point|env_airstrike_outdoors}} It simulates an airstrike effect for outdoors (exploding roof, ground).
{{CD|CEnvAirStrikeOutdoorEffect}}
{{stub}}
{{this is a|model entity|name=env_airstrike_outdoors|game=Left 4 Dead 2}} It simulates an airstrike effect for outdoors (exploding roof, ground).


==KeyValues==
== Keyvalues ==
*{{KV Targetname}}
{{KV Targetname}}
*{{KV Angles}}
{{KV|Model|intn=model|studio|Model name}}
*{{KV Parentname}}
{{KV|Animation group|intn=modelgroup|target_destination|Targetname of one or multiple dynamic_props to choreograph along with our sequence.}}
{{todo|properly add model, animation group, and random sequence 1 and 2}}
{{KV|Random sequence 1|intn=sequence1|string|Sequence for the model to play when the effect begins.}}
{{KV|Random sequence 2|intn=sequence2|string|Sequence for the model to play when the effect begins.}}


==Inputs==
== Inputs ==
{{I Targetname}}
{{I|DoEffect|Do the effect one time{{elaborate}}}}
{{I Parentname}}
*{{ScrollBox|title=AirstrikeOutdoors|
; DoEffect
: Do the effect one time
}}


==Outputs==
== See also ==
{{O Targetname}}
* {{ent|env_airstrike_indoors}}
 
==See also==
 
==External links==
[[category:Left 4 Dead 2]]

Latest revision as of 04:31, 19 May 2025

C++ Class hierarchy
CEnvAirStrikeOutdoorEffect
CBaseAnimating
CBaseEntity

env_airstrike_outdoors is a model entity available in Left 4 Dead 2 Left 4 Dead 2. It simulates an airstrike effect for outdoors (exploding roof, ground).

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

Model (model) <model path>
Model name
Animation group (modelgroup) <targetname>
Targetname of one or multiple dynamic_props to choreograph along with our sequence.
Random sequence 1 (sequence1) <string>
Sequence for the model to play when the effect begins.
Random sequence 2 (sequence2) <string>
Sequence for the model to play when the effect begins.

Inputs

DoEffect
Do the effect one time[Elaborate?]

See also