Prop rocket tripwire: Difference between revisions
Jump to navigation
Jump to search
(Added YT link) |
(npc_rocket_turret isn't broken in P2.) |
||
Line 8: | Line 8: | ||
Rocket tripwire. An unfinished entity from the development stage of [[Portal 2]]. | Rocket tripwire. An unfinished entity from the development stage of [[Portal 2]]. | ||
It fires rockets in a straight line to the direction it is looking when the player, an NPC or a physical prop is visible. It uses sounds (partially missing) and the model of Portal's [[npc_rocket_turret]] | It fires rockets in a straight line to the direction it is looking when the player, an NPC or a physical prop is visible. It uses sounds (partially missing) and the model of Portal's [[npc_rocket_turret]], but is much more static and doesn't use any of its animations. | ||
==FGD Code== | ==FGD Code== |
Revision as of 06:26, 8 August 2011
Entity description
Rocket tripwire. An unfinished entity from the development stage of Portal 2.
It fires rockets in a straight line to the direction it is looking when the player, an NPC or a physical prop is visible. It uses sounds (partially missing) and the model of Portal's npc_rocket_turret, but is much more static and doesn't use any of its animations.
FGD Code
@PointClass base(Targetname, Parentname, Angles) studio("models/props/tripwire_turret.mdl") = prop_rocket_tripwire :
"Rocket tripwire"
[
RocketSpeed(float) : "Rocket speed" : "400.00" : "Speed of fired rockets in units/s."
RocketLifetime(float) : "Rocket lifetime" : "15.00" : "Maximum flying time of a rocket in seconds."
input EnableTripwire(void) : "Enable tripwire."
input DisableTripwire(void) : "Disable tripwire."
input ForceFire(void) : "Trip the tripwire."
output OnTripped(void) : "Fired whenever the tripwire is tripped."
output OnRocketExplode(void) : "Fired whenever the tripwire rocket explodes."
]
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.
- 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.
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.
Outputs
- OnTripped
- Fired whenever the tripwire is tripped.
- OnRocketExplode
- Fired whenever the tripwire rocket explodes.