Asw weapon jump jet: Difference between revisions
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{{ | {{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 | {{KV Targetname}} | ||
{{KV BaseFadeProp}} | {{KV BaseFadeProp}} | ||
{{KV Shadow|prep2=1}} | {{KV Shadow|prep2=1}} | ||
Line 13: | Line 15: | ||
== Inputs == | == Inputs == | ||
{{I Shadow|prep2=1}} | {{I Shadow|prep2=1}} | ||
== Outputs == | == Outputs == | ||
{{ | {{O|OnCacheInteraction|Fires when the player "proves" they've found this weapon. Fires on Player touch, {{ent|+use}}, Physcannon pickup, or Physcannon punt.}} | ||
{{ | {{O|OnPlayerPickup|Fired when the player picks up this entity.}} | ||
{{ | {{O|OnNpcPickup|Fired when an NPC picks up this entity.}} | ||
{{ | {{O|OnPlayerUse|Fired when the player uses this entity.}} | ||
Latest revision as of 04:30, 19 May 2025


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CASW_Weapon_Jump_Jet |
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asw_weapon_jump_jet
is a model entity available in 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
ortarget
).
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
), 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.