Prop rocket tripwire: Difference between revisions
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(This is in the default FGD, also add better keyvalue/io descriptions) |
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==External links== | ==External links== | ||
* [http://www.youtube.com/watch?v=5kf0CtKKB58 YouTube video of some rocket tripwires] | * [http://www.youtube.com/watch?v=5kf0CtKKB58 YouTube video of some rocket tripwires] | ||
==See Also== | |||
*[[npc_rocket_turret]] |
Revision as of 23:58, 2 May 2022
Template:Portal2 point This entity is unused, and is likely a leftover from an earlier stage of development. It fires a rocket in the direction it is facing when the player, NPC, or physics prop passes in front of it. It uses sounds (partially missing), and a simpler version of npc_rocket_turret's model from the first game with the animations removed.
Keyvalues
- Rocket Lifetime ([todo internal name (i)]) <float>
- The rocket will automatically detonate after this number of seconds.
- Initial State ([todo internal name (i)]) <choices>
- Whether the rocket tripwire starts active.
- 0: Enabled
- 1: Disabled
- 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
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.
- 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
- EnableTripwire
- Enables the rocket tripwire.
- DisableTripwire
- Disables the rocket tripwire.
- ForceFire
- Forces the rocket tripwire to fire.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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
- OnTripped
- Fired when the laser is tripped.
- OnRocketExplode
- Fired when the rocket explodes.