Env airstrike outdoors: Difference between revisions

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m (Add internal names of the keyval keys)
(-added class hierarchy, cleanup)
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{{CD|CEnvAirStrikeOutdoorEffect}}
{{l4d2 point|env_airstrike_outdoors}} It simulates an airstrike effect for outdoors (exploding roof, ground).
{{l4d2 point|env_airstrike_outdoors}} It simulates an airstrike effect for outdoors (exploding roof, ground).


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{{KV|Random sequence 2|intn=sequence2|string|Sequence for the model to play when the effect begins.}}
{{KV|Random sequence 2|intn=sequence2|string|Sequence for the model to play when the effect begins.}}
{{KV Targetname}}
{{KV Targetname}}
{{KV Angles}}
{{KV Parentname}}


== Inputs ==
== Inputs ==
{{IO|DoEffect|Do the effect one time}}
{{IO|DoEffect|Do the effect one time}}
{{I Targetname}}
{{I Parentname}}


== Outputs ==
== See Also ==
{{O Targetname}}
* [[env_airstrike_indoors]]

Revision as of 02:23, 13 November 2022

C++ Class hierarchy
CEnvAirStrikeOutdoorEffect
CBaseAnimating
CBaseEntity

Template:L4d2 point It simulates an airstrike effect for outdoors (exploding roof, ground).

Keyvalues

Model (model) <model path>
Model name
Animation group (modelgroup) <targetname>
Targetname of one or multiple dynamic_props to choreograph along with our sequence.
Random sequence 1 (sequence1) <string>
Sequence for the model to play when the effect begins.
Random sequence 2 (sequence2) <string>
Sequence for the model to play when the effect begins.
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

DoEffect
Do the effect one time

See Also