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Item hlvr prop flashlight: Difference between revisions

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{{Source2 point multi|item_hlvr_prop_flashlight|game1 = Half-Life: Alyx}}
{{this is a|point entity|name=item_hlvr_prop_flashlight|game=Half-Life: Alyx|engine=source2}}


== Keyvalues ==
== Keyvalues ==

Revision as of 13:09, 7 January 2024

item_hlvr_prop_flashlight is a point entity available in Half-Life: Alyx Half-Life: Alyx.

Warning.pngWarning:
  • The {{{engine}}} parameter is inconsistent with the name defined by the {{source2}} template. This can most likely be fixed by setting the value of the {{{engine}}} parameter to Source 2.
    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.

Keyvalues

Model (model) ([todo internal name (i)]) <model path>


Start Disabled (StartDisabled) ([todo internal name (i)]) <boolean>


Enable fake bounce light on spawn (BounceLightEnabled) ([todo internal name (i)]) <boolean>
Bounce light will turn on when player picks up flashlight no matter what; this enables the bounce from spawn.
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.

Flags

  • 1048576: Start Constrained

Inputs

Enable
Enable the flashlight
Disable
Turn off the flashlight
Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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.
VScript:
CallPrivateScriptFunction <stringRedirectInput/string>
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction <stringRedirectInput/string>
Calls a script function in the global script scope.


Outputs

VRHandAttachment:

OnAttachedToHand
Fired when the item is attached to the player's hand (i.e. pickup)
OnDetachedFromHand
Fired when the item is attached to the player's hand (i.e. drop)