Asw weapon jump jet: Difference between revisions

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(Created article, transcribing keyvalues, IO and Flags from entity properties in hammer)
 
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{{as point|asw_weapon_jump_jet}} It is used to spawn jump jets.
{{LanguageBar}}
{{CD|CASW_Weapon_Jump_Jet|file1=1}}
{{this is a|model entity|game=Alien Swarm|name=asw_weapon_jump_jet}}
It is used to spawn jump jets.


== Keyvalues ==
== Keyvalues ==
 
{{KV Targetname}}
; Name <code><[[string]]></code>
{{KV BaseFadeProp}}
: The name that other entities refer to this entity by.
{{KV Shadow|prep2=1}}
; Entity Script <code><[[string]]></code>
: Name(s) of script files that are executed after all entities have spawned.
; Script think function <code><[[string]]></code>
: Name of a function in this entity's script scope which will be called automatically.
; Start Fade Dist/Pixels <code><[[int]]></code>
: Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.
; End Fade Dist/Pixels <code><[[int]]></code>
: Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.
; Fade Scale <code><{{todo}}: Is type of parameter int or float?></code>
: 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.
{{KV Angles}}


== Flags ==
== Flags ==
* Start Constrained. '''{{todo}}: Find out how this constrains the entity.'''
{{fl|1|Start Constrained|{{todo|Find out how this constrains the entity.}}}}
* Deny player pickup.(Reserve for NPC) '''If set, denies use by npcs.'''
{{fl|2|Deny player pickup (reserve for NPC)|If set, denies use except by NPCs.}}
* Not puntable by gravity gun. '''If set, gravity gun can not punt this entity.'''
{{fl|4|Not puntable by gravity gun.|If set, gravity gun can not punt this entity.}}


== Inputs ==
== Inputs ==
; <code>CallScriptFunction <[[string]]></code>
{{I Shadow|prep2=1}}
: Calls the function named as parameter from the script specified under Keyvalue Entity Script.
; <code>EnableShadow</code>
: Enables shadow.
; <code>DisableShadow</code>
: Disables shadow.
; <code>RunScriptCode</code>
: Runs script code. {{todo}}: Parameters?
; <code>RunScriptFile</code>
: Runs script file. {{todo}}: Parameters?
{{I Targetname}}


== Outputs ==
== Outputs ==
; <code>OnCacheInteraction</code>
{{O|OnCacheInteraction|Fires when the player "proves" they've found this weapon. Fires on Player touch, {{ent|+use}}, Physcannon pickup, or Physcannon punt.}}
: Fired when the Player interacts with this entity.
{{O|OnPlayerPickup|Fired when the player picks up this entity.}}
; <code>OnPlayerPickup</code>
{{O|OnNpcPickup|Fired when an NPC picks up this entity.}}
: Fired when the player picks up this entity.
{{O|OnPlayerUse|Fired when the player uses this entity.}}
; <code>OnNpcPickup</code>
: Fired when a npc picks up this entity.
; <code>OnPlayerUse</code>
: Fired when the player uses this entity.
; <code>OnUser1</code> to <code>OnUser4</code>
: Fired in response to the FireUser inputs; see [[User Inputs and Outputs]].

Latest revision as of 04:30, 19 May 2025

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C++ Class hierarchy
CASW_Weapon_Jump_Jet
CASW_Weapon_Blink
CASW_Weapon
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ asw_weapon_jump_jet.cpp

asw_weapon_jump_jet is a model entity available in Alien Swarm Alien Swarm. It is used to spawn jump jets.

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

BaseFadeProp:

Start Fade Dist (fademindist) <float>
Distance at which the entity starts to fade.
End Fade Dist (fademaxdist) <float>
Max fade distance at which the entity is visible.
  • If start fade is <0, the entity will disappear instantly when end fade is hit.
  • If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
The values will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Source 2006), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.


Flags

Start Constrained : [1]
Todo: Find out how this constrains the entity.
Deny player pickup (reserve for NPC) : [2]
If set, denies use except by NPCs.
Not puntable by gravity gun. : [4]
If set, gravity gun can not punt this entity.

Inputs

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.


Outputs

OnCacheInteraction
Fires when the player "proves" they've found this weapon. Fires on Player touch, +use, Physcannon pickup, or Physcannon punt.
OnPlayerPickup
Fired when the player picks up this entity.
OnNpcPickup
Fired when an NPC picks up this entity.
OnPlayerUse
Fired when the player uses this entity.