Prop laser catcher: Difference between revisions
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(Created page with '{{portal2 point|prop_laser_catcher}} {{screenshot}} A receiver for a Thermal Discouragement Beam. {{stub}}') |
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{{portal2 point|prop_laser_catcher}} | {{portal2 point|prop_laser_catcher}} | ||
{{ | ==Entity Description== | ||
A receiver for a [[Thermal Discouragement Beam]]. | |||
==KeyValues== | |||
{{KV Angles}} | |||
{{KV Studiomodel}} | |||
;IndicatorLights <code><target_destination></code> | |||
:{{todo}} | |||
;drawinfastreflection <code><[[boolean]]></code> | |||
:{{todo}} | |||
;SkinType <code><[[integer]]></code> | |||
:{{todo}} | |||
==Inputs== | |||
{{I Targetname}} | |||
==Outputs== | |||
; <code>OnPowered</code> | |||
: Fired when the receiver is powered. | |||
; <code>OnUnpowered</code> | |||
: Fired when the receiver is unpowered. |
Revision as of 08:47, 3 May 2011

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Entity Description
A receiver for a Thermal Discouragement Beam.
KeyValues
- 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.
- World Model (model) <model path>
- The model this entity should appear as. 128-character limit.
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale (modelscale) <float> (in all games since
) (also in
)
- A multiplier for the size of the model.
Tip:In
Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup (body / SetBodyGroup) <integer>
- Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass. - IndicatorLights
<target_destination>
- [Todo]
- drawinfastreflection
<boolean>
- [Todo]
- SkinType
<integer>
- [Todo]
Inputs
Outputs
OnPowered
- Fired when the receiver is powered.
OnUnpowered
- Fired when the receiver is unpowered.