Prop car alarm: Difference between revisions

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{{CD|CCarProp}}
{{CD|CCarProp}}
{{this is a|point entity|name=prop_car_alarm|series=Left 4 Dead}} This class is the same as [[prop_physics]], but with special outputs used specifically for a car alarm, to be used with [[prop_car_glass]] for its glass.
{{this is a|model entity|name=prop_car_alarm|series=Left 4 Dead}} This class is the same as [[prop_physics]], but with special outputs used specifically for a car alarm, to be used with [[prop_car_glass]] for its glass.


This entity can sense people firing their weapons next to it and has outputs for that event. It will call a panic event the moment its assigned model is touched or damaged by Survivors, but then it will stop functioning like a car alarm and will effectively just be a [[prop_physics]].
This entity can sense people firing their weapons next to it and has outputs for that event. It will call a panic event the moment its assigned model is touched or damaged by Survivors, but then it will stop functioning like a car alarm and will effectively just be a [[prop_physics]].


In {{L4d2|4}} there is a [[Prefab]] of this car, to be used as [[func_instance]] in <code>"Left 4 Dead 2\sdk_content\mapsrc\instance\prop_car_alarm.vmf"</code>
In {{L4d2|4}} there is a [[Prefab]] of this car, to be used as [[func_instance]], in {{file|sdk_content/mapsrc/instance/prop_car_alarm|vmf}}
{{note|The Enable/Disable inputs will disable or enable the ability to trigger alarms. However, the [[prop_car_glass]] entity that goes along with this car will not be affected by this and needs to be disabled separately, by swapping it with a generic [[prop_dynamic]] using the default glass version for this car, which does not blink.}}
{{note|The Enable/Disable inputs will disable or enable the ability to trigger alarms. However, the [[prop_car_glass]] entity that goes along with this car will not be affected by this and needs to be disabled separately, by swapping it with a generic [[prop_dynamic]] using the default glass version for this car, which does not blink.}}
{{tip|By default the alarm sounds for about 30 seconds, then fires the <code>OnCarAlarmEnd</code> Output. You can make this time longer by instead using an <code>OnCarAlarmStart</code> output which fires a relay after X amount of seconds, which will then fire whatever outputs <code>OnCarAlarmEnd</code> was firing.}}
{{tip|By default the alarm sounds for about 30 seconds, then fires the <code>OnCarAlarmEnd</code> Output. You can make this time longer by instead using an <code>OnCarAlarmStart</code> output which fires a relay after X amount of seconds, which will then fire whatever outputs <code>OnCarAlarmEnd</code> was firing.}}
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==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV Targetname}}
{{KV EnableDisable}}
{{KV StartDisabled}}
{{KV Model}}


== Inputs ==
== Inputs ==

Latest revision as of 07:53, 4 June 2025

C++ Class hierarchy
CCarProp
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

prop_car_alarm is a model entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. This class is the same as prop_physics, but with special outputs used specifically for a car alarm, to be used with prop_car_glass for its glass.

This entity can sense people firing their weapons next to it and has outputs for that event. It will call a panic event the moment its assigned model is touched or damaged by Survivors, but then it will stop functioning like a car alarm and will effectively just be a prop_physics.

In Left 4 Dead 2 Left 4 Dead 2 there is a Prefab of this car, to be used as func_instance, in 🖿sdk_content/mapsrc/instance/prop_car_alarm.vmf

Note.pngNote:The Enable/Disable inputs will disable or enable the ability to trigger alarms. However, the prop_car_glass entity that goes along with this car will not be affected by this and needs to be disabled separately, by swapping it with a generic prop_dynamic using the default glass version for this car, which does not blink.
Tip.pngTip:By default the alarm sounds for about 30 seconds, then fires the OnCarAlarmEnd Output. You can make this time longer by instead using an OnCarAlarmStart output which fires a relay after X amount of seconds, which will then fire whatever outputs OnCarAlarmEnd was firing.

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 Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
World Model (model) <model path>[ Edit ]
In-game 3D representation of the entity to display. This is the path to a MDL relative to the game's root directory. (128 character limit)

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SurvivorStandingOnCar
Activates alarm. Automatically sent when Survivor stands on or damages the car

Outputs

OnCarAlarmStart
!activator = !caller = this entity
Car alarm should go off
OnCarAlarmEnd
!activator = !caller = this entity
Car alarm has shut off
OnCarAlarmChirpStart
!activator = !caller = this entity
Warning chirp starts
OnCarAlarmChirpEnd
!activator = !caller = this entity
Warning chirp stopped

ConVars

Cvar/Command Parameters or default value Descriptor Effect
car_alarm_chirp_distance 350
car_alarm_chirp_duration 1
car_alarm_chirp_interval 3
car_alarm_distance 750
car_alarm_duration 15

See also