Prop coreball: Difference between revisions
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(→Entity Description: The core must be placed at 2688;12139;5170 for it to be rendered correctly) |
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This entity used in Half-Life 2: Episode One. | This entity used in Half-Life 2: Episode One. | ||
It's a big ball without collisions | It's a big ball without collisions and any physical properties. | ||
For the core to be rendered correctly, it must be placed exactly at the (2688,12139,5170) location, as this value is hard-coded in the core's shader for normal vector computation. | For the core to be rendered correctly, it must be placed exactly at the (2688,12139,5170) location, as this value is hard-coded in the core's shader for normal vector computation. |
Revision as of 00:50, 12 January 2014
Entity Description
This entity used in Half-Life 2: Episode One.
It's a big ball without collisions and any physical properties.
For the core to be rendered correctly, it must be placed exactly at the (2688,12139,5170) location, as this value is hard-coded in the core's shader for normal vector computation.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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
- SetScaleX <vector>
- Scales the coreball in X Axis. Format:
<New Size>
- SetScaleY <vector>
- Scales the coreball in Y Axis. Format:
<New Size>
- SetScaleZ <vector>
- Scales the coreball in Z Axis. Format:
<New Size>