Env explosion: Difference between revisions
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* '''{{L4D add|ignoreClass}}''' | * '''{{L4D add|ignoreClass}}''' | ||
: <class> Do not harm or affect this class. | : <class> Do not harm or affect this class. | ||
:{| class=standard-table | |||
! Literal Value || Description | |||
|- | |||
| 0 || Ignored None? | |||
|- | |||
| 1 || Ignored class 1 is Survivors | |||
|- | |||
| 2 || ? | |||
|- | |||
| 3 || ? | |||
|- | |||
| 4 || Ignored class 4 is Infected | |||
|} | |||
==Flags== | ==Flags== |
Revision as of 19:34, 3 July 2009
Template:Wrongtitle Template:Base point
Entity Description
An entity that creates an explosion at its origin.
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
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.
- iMagnitude
- <integer> The amount of damage done by the explosion.
- iRadiusOverride
- <integer> If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
- fireballsprite
- <sprite>
- rendermode
- <choices>
Literal Value Description 0 Normal 4 Solid 5 Additive
- <entity name> Do not harm or affect the named entity.
- <class> Do not harm or affect this class.
Literal Value Description 0 Ignored None? 1 Ignored class 1 is Survivors 2 ? 3 ? 4 Ignored class 4 is Infected
Flags
- 1 : No Damage
- 2 : Repeatable
- 4 : No Fireball
- 8 : No Smoke
- 16 : No Decal
- 32 : No Sparks
- 64 : No Sound
- 128 : Random Orientation
- 256 : No Fireball Smoke
- 512 : No particles
- 1024 : No DLights
- 2048 : Don't clamp Min
- 4096 : Don't clamp Max
Template:L4D add Template:L4D add
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.
- Explode
- Triggers the explosion.