Env ar2explosion: Difference between revisions

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{{wrongtitle|title=env_ar2explosion}}
{{hl2 point|env_ar2explosion}} It creates an [[weapon_ar2|AR2]] explosion visual effect. Creates a big, volume-filling brown cloud, but does not cause damage or emit sound.


==Entity Description==
{{code class|CEnvAR2Explosion|hl2_dll\ar2_explosion.cpp}}
[[weapon_ar2|AR2]] explosion visual effect. Creates a big, volume-filling brown cloud, but does not cause damage or emit sound.


==Availability==
== Keyvalues ==
{{in game|point}} {{game|HL2}}
{{KV|Particle Material|material|The material to use for each particle in the explosion.}}
In code it is represented by class CEnvAR2Explosion, defined in hl2_dll\ar2_explosion.cpp.
{{KV Targetname}}
{{KV Parentname}}


==Keyvalues==
== Inputs ==
*{{KV Targetname}}
{{IO|Explode|Make the explosion effect.}}
*{{KV Parentname}}
{{I Targetname}}
*'''material'''
{{I Parentname}}
:<material> The material to use for each particle in the explosion.


==Inputs==
== Outputs ==
*{{I Targetname}}
{{O Targetname}}
*{{I Parentname}}
*'''Explode'''
:Make the explosion effect.
 
==Outputs==
*{{O Targetname}}
 
[[Category:Entities]]

Revision as of 21:19, 2 August 2011

Template:Hl2 point It creates an AR2 explosion visual effect. Creates a big, volume-filling brown cloud, but does not cause damage or emit sound.

C++ In code, it is represented by theCEnvAR2Explosionclass, defined in thehl2_dll\ar2_explosion.cppfile.

Keyvalues

Particle Material ([todo internal name (i)]) <material>
The material to use for each particle in the explosion.
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.

Inputs

Explode
Make the explosion effect.


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.

Outputs