Prop mapplaced long use entity: Difference between revisions

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{{csgo point | prop_mapplaced_long_use_entity}}
{{this is a|e0|game=csgo|name=prop_mapplaced_long_use_entity}}


== Entity description ==
== Entity description ==

Revision as of 09:52, 7 January 2024

prop_mapplaced_long_use_entity is an e0 available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

Warning.pngWarning:
  • The {{{game}}} parameter is inconsistent with the name defined by the {{csgo}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Counter-Strike: Global Offensive.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

Entity description

A map placed entity which activates with long use.

Keyvalues

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

Parent (parentname) ([todo internal name (i)]) <targetname>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
Pitch Yaw Roll (Y Z X) (angles) ([todo internal name (i)]) <angle>
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.
World Model (model) ([todo internal name (i)]) <model path>
Skin (skin) ([todo internal name (i)]) <integer>
Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.
Body (body) ([todo internal name (i)]) <integer>
Some models have multiple bodygroups. Set this to a number other than 0 to use that bodygroup instead of the default.
Sequence (sequence) ([todo internal name (i)]) <integer>
Default animation sequence for the model to be playing after spawning.
prop_mapplaced_long_use_entity:
Ping Type (int) (pingtype) ([todo internal name (i)]) <choices>
Use Type (int) (longuseactiontype) ([todo internal name (i)]) <choices>
Use Duration (float) (longuseduration) ([todo internal name (i)]) <float>
How long the player must use this item until pickup, must be positive
Sound name (soundstartuse) ([todo internal name (i)]) <string>
Name of sound script empty to play when use begins, e.g. Player.PickupWeapon

Inputs

SetParent <stringRedirectInput/string>
Changes the entity's parent in the movement hierarchy.
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

prop_mapplaced_long_use_entity:
OnUseCompleted
Fired when a player finishes the long use.