Prop scalable: Difference between revisions

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(Added information about this entity's relation to prop_coreball)
(added language bar and updated template usage.)
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{{lang|Prop scalable}}
{{ep2 point|prop_scalable}} It creates a non-solid model that can be resized dynamically via [[#Inputs|inputs]]. It is used for the "superportal" effects at the beginning and end of the game. This entity is the successor of {{ent|prop_coreball}} from {{Game link|Half-Life 2: Episode One}}.
{{ep2 point|prop_scalable}} It creates a non-solid model that can be resized dynamically via [[#Inputs|inputs]]. It is used for the "superportal" effects at the beginning and end of the game. This entity is the successor of {{ent|prop_coreball}} from {{Game link|Half-Life 2: Episode One}}.


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==Keyvalues==
==Keyvalues==
 
{{KV BaseEntity|base=1}}
{{ScrollBox|
{{KV Studiomodel}}
{{KV RenderFields}}
{{KV Origin}}
{{KV Angles}}
{{KV Targetname}}
}}
 
==Inputs==
==Inputs==
 
{{IO|SetScaleX|param=vector}}
; <code>SetScaleX <[[float]]|new scale> <[[int]]|timespan></code>
{{IO|SetScaleY|param=vector}}
; <code>SetScaleY <float|new scale> <int|timespan></code>
{{IO|SetScaleZ|param=vector|Scales the model (local axes). Accepts either <code>newscale timespan</code> or <code>newscale</code>, where "newscale" is a float that sets the new scale of the prop, and "timespan" is an integer number of seconds over which the size change happens. If no timespan is specified, the changes apply immediately.}}
; <code>SetScaleZ <float|new scale> <int|timespan></code>
{{note|Changing the size is not able via variables (e.g., {{ent|math_counter}}). You can set the different sizes in a {{ent|logic_case}} to get a near-blend between different sizes.}}
: Scales the model (local axes). If no timespan is specified, the changes apply immediately.
{{I BaseEntity|base=1}}
{{note|Changing the size is not able via variables (i.e. math_counter). You can set the different sizes in a logic_case to get a nearly blending between different sizes.}}
{{ScrollBox|
{{I Studiomodel}}
{{I RenderFields}}
{{I Targetname}}
}}
 
==Outputs==
==Outputs==
 
{{O BaseEntity}}
{{O Targetname}}

Revision as of 08:11, 30 April 2022

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Template:Ep2 point It creates a non-solid model that can be resized dynamically via inputs. It is used for the "superportal" effects at the beginning and end of the game. This entity is the successor of prop_coreball from Half-Life 2: Episode One Half-Life 2: Episode One .

Icon-Bug.pngBug:This entity is defined in later games' FGDs but is not implemented in the engine.  [todo tested in ?]
C++ In code, it is represented by theCPropScalableclass, defined in theprop_scalable.cppfile.

Keyvalues

Inputs

SetScaleX <vectorRedirectInput/Vector>
SetScaleY <vectorRedirectInput/Vector>
SetScaleZ <vectorRedirectInput/Vector>
Scales the model (local axes). Accepts either newscale timespan or newscale, where "newscale" is a float that sets the new scale of the prop, and "timespan" is an integer number of seconds over which the size change happens. If no timespan is specified, the changes apply immediately.
Note.pngNote:Changing the size is not able via variables (e.g., math_counter). You can set the different sizes in a logic_case to get a near-blend between different sizes.

Outputs