Prop car glass: Difference between revisions

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m (Classifying as model entity)
 
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{{l4d series point|prop_car_glass}} This class is the same as [[prop_dynamic]], with a car alarm.
{{CD|CCarGlassProp}}
{{:prop_dynamic}}
{{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:Prop entities|car glass]]

Latest revision as of 04:33, 19 May 2025

C++ Class hierarchy
CCarGlassProp
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

prop_car_glass is a model entity available in Left 4 Dead seriesLeft 4 Dead series 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 or target).
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.

See also