Prop rocket tripwire: Difference between revisions

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(npc_rocket_turret isn't broken in P2.)
(→‎Entity description: It doesn't use the same model.)
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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]], but is much more static and doesn't use any of its animations.
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 a simpler version of 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 15:01, 23 October 2011

In-game screenshot of a prop_rocket_tripwire.
Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

Template:Portal2 point

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 a simpler version of 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

Rocket speed ([todo internal name (i)]) <float>
Speed of fired rockets in units/s.
Rocket lifetime ([todo internal name (i)]) <float>
Maximum flying time of a rocket in seconds.
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.
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 <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

OnTripped
Fired whenever the tripwire is tripped.
OnRocketExplode
Fired whenever the tripwire rocket explodes.


External links