Point flesh effect target: Difference between revisions

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{{wrongtitle|title=point_flesh_effect_target}}
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{{ep2 point|point_flesh_effect_target}}
{{ep2 point|point_flesh_effect_target}}



Revision as of 00:08, 5 December 2011

Template:Ep2 point

Entity description

Used to create flesh interior effects - i.e. seeing under the skin - in conjunction with the $flesh shader parameter. Ep2's Alyx model is already set up to work with it. In Episode 2 this entity is parented to a Vortigaunts claws with "SetParentAttachment".

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

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.
  • Radius
    <float> (8) Radius of the effect when active.

Flags

  • None

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.
  • SetRadius
    <vector> Sets a new radius and time to interpolate to it(as a vector <Size>

Outputs