Commentary dummy: Difference between revisions

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(→‎Keyvalues: added info to the "Starting Weapons" string)
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{{KV|Starting Animation|string|The name of the starting animation that this dummy will play when it spawns.}}
{{KV|Starting Animation|string|The name of the starting animation that this dummy will play when it spawns.}}
{{KV|Starting Weapons|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}}
{{KV|Starting Weapons|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}}
{{note|Requires weapon script names, such as "weapon_pistol" and "weapon_rifle_desert". Does not work with melee weapons. '''Only''' adds a weapon into the models hands, ignoring attachment points for carried items. Making listing multiple weapons useless, as only last listed weapon will be used}}
{{KV|Stare at players|boolean|Set to true if you want the dummy to attempt to stare at players all the time.}}
{{KV|Stare at players|boolean|Set to true if you want the dummy to attempt to stare at players all the time.}}
{{KV|Head Yaw Pose Parameter|string|The name of the head yaw pose parameter. Only necessary when staring at players}}
{{KV|Head Yaw Pose Parameter|string|The name of the head yaw pose parameter. Only necessary when staring at players}}

Revision as of 09:30, 20 October 2020

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
Note.pngNote:Requires weapon script names, such as "weapon_pistol" and "weapon_rifle_desert". Does not work with melee weapons. Only adds a weapon into the models hands, ignoring attachment points for carried items. Making listing multiple weapons useless, as only last listed weapon will be used
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