Prop car alarm: Difference between revisions
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Note:The Enable/Disable inputs will disable or enable the ability to trigger alarms. However, the Prop_car_glass entity that goes along with this car will not be affected by this and needs to be disabled separately, by swapping it with a generic prop_dynamic using the generic class version for this car, which does not blink.
Tip:By default the alarm sounds for about 30 seconds, then fires the
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
(added note about being used with Prop_car_glass and added a breakline.) |
(added note about Enable/Disable and a tip on how to increase the alarm sounds length.) |
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{{l4d series point|prop_car_alarm}} This class is the same as [[prop_physics]], but with special outputs used specifically for a car alarm, to be used with [[Prop_car_glass]] for its glass.<br> | {{l4d series point|prop_car_alarm}} This class is the same as [[prop_physics]], but with special outputs used specifically for a car alarm, to be used with [[Prop_car_glass]] for its glass.<br> | ||
This entity can sense people firing their weapons next to it and has outputs for that event. It will call a panic event the moment it's assigned model is touched or damaged, but then it will stop functioning like a car alarm and will effectively just be a [[prop_physics]] | This entity can sense people firing their weapons next to it and has outputs for that event. It will call a panic event the moment it's assigned model is touched or damaged, but then it will stop functioning like a car alarm and will effectively just be a [[prop_physics]] | ||
{{Note|The Enable/Disable inputs will disable or enable the ability to trigger alarms. However, the [[Prop_car_glass]] entity that goes along with this car will not be affected by this and needs to be disabled separately, by swapping it with a generic [[prop_dynamic]] using the generic class version for this car, which does not blink.}} | |||
{{Tip|By default the alarm sounds for about 30 seconds, then fires the <code>OnCarAlarmEnd</code> Output. You can make this time longer by instead using an <code>OnCarAlarmStart</code> output which fires a relay after X amount of seconds, which will then fire whatever outputs <code>OnCarAlarmEnd</code> was firing.}} | |||
== Keyvalues == | == Keyvalues == |
Revision as of 11:49, 23 March 2022
Template:L4d series point This class is the same as prop_physics, but with special outputs used specifically for a car alarm, to be used with Prop_car_glass for its glass.
This entity can sense people firing their weapons next to it and has outputs for that event. It will call a panic event the moment it's assigned model is touched or damaged, but then it will stop functioning like a car alarm and will effectively just be a prop_physics


OnCarAlarmEnd
Output. You can make this time longer by instead using an OnCarAlarmStart
output which fires a relay after X amount of seconds, which will then fire whatever outputs OnCarAlarmEnd
was firing.Keyvalues

RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Flags

Inputs
- Ignite
- Ignite, burst into flames.
- IgniteLifetime <float >
Ignite
with the given lifetime.Todo: Before the flames extinguish, or before health reaches zero?
- IgniteNumHitboxFires <integer >
Ignite
with the given number of hitbox fires.
- IgniteHitboxFireScale <float >
Ignite
with the given hitbox fire scale.

RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
- Color <color255 >
- Sets an RGB color for the entity.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnCarAlarmStart
- Car alarm should go off
- OnCarAlarmEnd
- Car alarm has shut off
- OnCarAlarmChirpStart
- Warning chirp starts
- OnCarAlarmChirpEnd
- Warning chirp stopped
