Npc heli nobomb: Difference between revisions

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{{hl2 brush|npc_heli_nobomb}}
{{hl2 brush|npc_heli_nobomb}}


==Entity Description==
==Entity description==
A [[brush entity]] that suppresses bombing by [[npc_helicopter]].
A [[brush entity]] that suppresses bombing by [[npc_helicopter]].


==Keyvalues==
==Keyvalues==
* {{Not in FGD}} {{KV Targetname}}
{{Not in FGD}} {{KV Targetname}}
* {{KV Origin}}
{{KV Origin}}
* {{KV Angles}}
{{KV Angles}}
* {{KV Parentname}}
{{KV Parentname}}


==Inputs==
==Inputs==
{{Not in FGD}}
{{Not in FGD}} {{I Targetname}}
:{| class=standard-table
{{Not in FGD}} {{I Parentname}}
|
* {{I Targetname}}
|}
* {{I Parentname}}


==Outputs==
==Outputs==
*{{Not in FGD}} {{O Targetname}}
{{Not in FGD}} {{O Targetname}}
[[Category:Entities]][[Category:Brush Entities]]
 
[[Category:Entities]]
[[Category:Brush Entities]]

Revision as of 15:58, 4 February 2012

Template:Hl2 brush

Entity description

A brush entity that suppresses bombing by npc_helicopter.

Keyvalues

!FGD

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

Origin:

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
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.
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

!FGD !FGD

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

!FGD