Func playerinfected clip: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (reworded intro in an attempt to make more sense)
(-added see also, concise page)
Line 2: Line 2:


== Keyvalues ==
== Keyvalues ==
{{KV|Solidity|intn=Solidity|choices|Used to control the solidity/collision of these brushes.}}
{{KV EnableDisable}}
:* 0 : Toggle
:* 1 : Never Solid
:* 2 : Always Solid
{{KV|Shadows|intn=vrad_brush_cast_shadows|choices|Set this if this brush casts lightmap shadows. Default value is 0.}}
:*0: No
:*1: Yes
{{KV Targetname}}
{{KV Targetname}}
{{KV Parentname}}
{{KV RenderFields}}
{{KV Global}}
{{KV Inputfilter}}
{{KV EnableDisable}}
{{KV Shadow}}
== Flags ==
* 2 : Ignore player +USE


== Inputs ==
== Inputs ==
{{I Targetname}}
{{I Parentname}}
{{I RenderFields}}
{{I EnableDisable}}
{{I EnableDisable}}
{{I Shadow}}


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

Revision as of 12:10, 27 October 2022

Template:L4d series brush It is a simple clip brush that blocks Special Infected controlled by players during Versus. AI Controlled Special infected and Common infected may still pass.

Keyvalues

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
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

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

See Also