Commentary dummy: Difference between revisions
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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
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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

- 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
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- SetAnimation <string >
- Force the dummy to play an animation. The parameter should be the name of the animation.