Prop glowing object: Difference between revisions

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{{this is a|e0|game=l4d|name=prop_glowing_object}} It is a dynamic prop that can glow through walls.
{{CD|CPropGlowingObject}}
 
{{this is a|model entity|game=Left 4 Dead|name=prop_glowing_object}} It is a dynamic prop that can glow through walls.


This entity is similar to the prop_dynamic glow options inside L4D2, however it is much more limited in comparison.
This entity is similar to the prop_dynamic glow options inside L4D2, however it is much more limited in comparison.


== Keyvalues ==
== Keyvalues ==
{{KV|Start Glowing|boolean|Whether this object glows when the map starts}}
{{KV Targetname}}
{{KV|Glow For Team|choices|Team(s) this entity should glow for}}
{{KV|Start Glowing|intn=StartGlowing|boolean|Whether this object glows when the map starts}}
{{KV|Glow For Team|intn=GlowForTeam|choices|Team(s) this entity should glow for}}
:* -1 : Everyone
:* -1 : Everyone
:* 2 : Survivors
:* 2 : Survivors
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== Inputs ==
== Inputs ==
{{IO|StartGlowing|Turns on glowing for this object}}
{{I|StartGlowing|Turns on glowing for this object}}
{{IO|StopGlowing|Turns off glowing for this object}}
{{I|StopGlowing|Turns off glowing for this object}}
 
== See Also ==
* {{ent|prop_dynamic}}
 
[[Category:Prop entities|glowing object]]

Latest revision as of 04:34, 19 May 2025

C++ Class hierarchy
CPropGlowingObject
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

prop_glowing_object is a model entity available in Left 4 Dead Left 4 Dead. It is a dynamic prop that can glow through walls.

This entity is similar to the prop_dynamic glow options inside L4D2, however it is much more limited in comparison.

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

Start Glowing (StartGlowing) <boolean>
Whether this object glows when the map starts
Glow For Team (GlowForTeam) <choices>
Team(s) this entity should glow for
  • -1 : Everyone
  • 2 : Survivors
  • 3 : Infected

Inputs

StartGlowing
Turns on glowing for this object
StopGlowing
Turns off glowing for this object

See Also