Info zombie border: Difference between revisions

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(Initial creation of info_zombie_border article.)
 
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{{l4d2 brush|info_zombie_border}} No zombies will spawn behind this entity.
{{l4d2 point|info_zombie_border}} No zombies will spawn behind this entity.
{{todo|Figure out how the entity works in-game.}}
{{todo|Figure out how the entity works in-game.}}
{{stub}}
{{stub}}

Revision as of 14:55, 22 May 2010

Template:L4d2 point No zombies will spawn behind this entity.

Todo: Figure out how the entity works in-game.

Stub

This article or section is a stub. You can help by expanding it.

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

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
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.
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.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

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.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Outputs

See also

External links