Env spritetrail: Difference between revisions

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(→‎Keyvalues: fixed the TODO on Render Mode and added a link)
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{{KV|FX Amount (0 - 255)|integer|The FX amount is used by the selected Render Mode.}}
{{KV|FX Amount (0 - 255)|integer|The FX amount is used by the selected Render Mode.}}
{{KV|FX Color (R G B)|color255|The FX color is used by the selected Render Mode.}}
{{KV|FX Color (R G B)|color255|The FX color is used by the selected Render Mode.}}
{{KV|Render Mode|choices}}
{{KV|[[Render Mode]]|choices|
:* 0 : Normal
:* 0 : Normal
:* 4 : Solid
:* 4 : Solid
:* 5 : Additive
:* 5 : Additive}}
{{KV Parentname}}
{{KV Parentname}}
{{KV Targetname}}
{{KV Targetname}}

Revision as of 22:46, 27 May 2018

Template:Base point

Entity description

The Hammer Entity Help section describes this entity as "a magical trail" you can parent to anything. In other words, it is a trail effect for parenting with other entities.

Note.pngNote:When you pick a sprite to use, eg sprites/light_glow01 you must add the .vmt extension or else it won't display ingame.

Keyvalues

Lifetime ([todo internal name (i)]) <float>
How long the beam is shown.
Start Width ([todo internal name (i)]) <float>
The width of the beam to the beginning.
End Width ([todo internal name (i)]) <float>
The width of the beam when it has full expanded.
Sprite Name ([todo internal name (i)]) <string>
The material to draw.
FX Amount (0 - 255) ([todo internal name (i)]) <integer>
The FX amount is used by the selected Render Mode.
FX Color (R G B) ([todo internal name (i)]) <color255>
The FX color is used by the selected Render Mode.
Render Mode ([todo internal name (i)]) <choices>
  • 0 : Normal
  • 4 : Solid
  • 5 : Additive
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.
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

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