Prop car glass: Difference between revisions

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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.
{{l4d series point|prop_car_glass}} This class is the same as [[prop_dynamic]], with a car alarm.
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== Keyvalues ==
== Keyvalues ==

Revision as of 19:06, 6 March 2011

Template:L4d series point This class is the same as prop_dynamic, with a car alarm.

Stub

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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 theEnableinput).
  • solid
<choices> Collisions.
Literal value Description
0 Not Solid
2 Use Bounding Box
6 Use VPhysics

Inputs

Outputs

Flags

See also

External links