Env citadel energy core: Difference between revisions

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(raw; needs cleanup)
 
(testing new prog to generate these)
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{{wrongtitle|title=env_citadel_energy_core}}
env_citadel_energy_core


==Entity Description==
Special effect for the energy cores in citadel.
Special effect for the energy cores in citadel.


KEYS
==Availability==
{{in game|point}} {{game|HL2}}
{{in code|class=CCitadelEnergyCore|file=citadel_effects.cpp}}


Pitch Yaw Roll (Y Z X) angles <angle> This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
==Keyvalues==
*{{kv Angles}}
*{{kv Targetname}}
*{{kv Parentname}}
*'''scale'''
:<float> Scale of the effect. 1 is the default size, 2 is twice that, etc. Default: 1


Name targetname <target_source> The name that other entities refer to this entity by.
==Flags==
*1 : No small particles
*2 : Start on


Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
==Inputs==
*{{i Targetname}}
*{{i Parentname}}
*'''StartCharge <float>'''
:Start charging the core over specified number of seconds.
*'''StartDischarge'''
:Start discharging the core over specified number of seconds.
*'''Stop <float>'''
:Stops the effect at any point.


spawnflags spawnflags <flags>
==Outputs==
*{{o Targetname}}


Scale scale <float> Scale of the effect.  1 is the default size, 2 is twice that, etc.
[[Category:Entities]]
 
 
INPUTS
 
Kill Removes this entity from the world.
 
KillHierarchy Removes this entity and all its children from the world.
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
SetParent <string> Changes the entity's parent in the movement hierarchy.
 
SetParentAttachment <string> Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
 
ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
StartCharge <float> Start charging the core over specified number of seconds.
 
StartDischarge Start discharging the core over specified number of seconds.
 
Stop <float> Stops the effect at any point.
 
 
OUTPUTS
 
OnUser1 Fired in response to FireUser1 input.
 
OnUser2 Fired in response to FireUser2 input.
 
OnUser3 Fired in response to FireUser3 input.
 
OnUser4 Fired in response to FireUser4 input.

Revision as of 20:14, 7 October 2005

Template:Wrongtitle

Entity Description

Special effect for the energy cores in citadel.

Availability

Template:In game Template:Game Template:In code

Keyvalues

<float> Scale of the effect. 1 is the default size, 2 is twice that, etc. Default: 1

Flags

  • 1 : No small particles
  • 2 : Start on

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • StartCharge <float>
Start charging the core over specified number of seconds.
  • StartDischarge
Start discharging the core over specified number of seconds.
  • Stop <float>
Stops the effect at any point.

Outputs