Commentary dummy: Difference between revisions

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{{l4d series point|commentary_dummy}} It is used in the Developer Commentary mode of both Left 4 Dead and Left 4 Dead 2 to display a model to the player, such as a Survivor model.
{{l4d series point|commentary_dummy}} It is a commentary dummy. {{clarify}}


== Keyvalues ==
== Keyvalues ==

Revision as of 01:10, 2 November 2019

Template:L4d series point It is used in the Developer Commentary mode of both Left 4 Dead and Left 4 Dead 2 to display a model to the player, such as a Survivor model.

Keyvalues

Dummy Model ([todo internal name (i)]) <model path>
Eye Height ([todo internal name (i)]) <integer>
Eye height relative to origin. Only necessary when staring at players
Starting Animation ([todo internal name (i)]) <string>
The name of the starting animation that this dummy will play when it spawns.
Starting Weapons ([todo internal name (i)]) <string>
The names of any weapons the dummy should have when it spawns. Separated by spaces, commas, or semicolons. Last specified weapon will be equipped
Stare at players ([todo internal name (i)]) <boolean>
Set to true if you want the dummy to attempt to stare at players all the time.
Head Yaw Pose Parameter ([todo internal name (i)]) <string>
The name of the head yaw pose parameter. Only necessary when staring at players
Head Pitch Pose Parameter ([todo internal name (i)]) <string>
The name of the head yaw pose parameter. Only necessary when staring at players
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.
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

Inputs

SetAnimation <stringRedirectInput/string>
Force the dummy to play an animation. The parameter should be the name of the animation.


Outputs