Prop car glass: Difference between revisions
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ThaiGrocer (talk | contribs) m (This article is also incomplete, but with a lot of a very cool features that need added to this article.) |
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{{ | {{l4d series point|prop_car_glass}} This class is the same as prop_dynamic, with a car alarm. | ||
{{stub}} | |||
== Keyvalues == | == Keyvalues == | ||
*{{KV PropDynamicBase}} | *{{KV PropDynamicBase}} | ||
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| 6 || Use VPhysics | | 6 || Use VPhysics | ||
|} | |} | ||
== Inputs == | |||
[[ | == Outputs == | ||
== Flags == | |||
== See also == | |||
* [[prop_car_alarm]] | |||
== External links == |
Revision as of 19:05, 6 March 2011
Template:L4d series point This class is the same as prop_dynamic, with a car alarm.
Keyvalues
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.
Global:
- Global Entity Name (globalname) <string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- solid
- <choices> Collisions.
Literal value Description 0 Not Solid 2 Use Bounding Box 6 Use VPhysics