Prop car alarm: Difference between revisions

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(added note about Enable/Disable and a tip on how to increase the alarm sounds length.)
m (fixed typo)
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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.}}
{{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 default glass 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.}}
{{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.}}



Revision as of 11:51, 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

Note.pngNote: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 default glass version for this car, which does not blink.
Tip.pngTip:By default the alarm sounds for about 30 seconds, then fires the 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

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RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
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 theEnableinput).

Flags

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Inputs

Ignite
Ignite, burst into flames.
IgniteLifetime <floatRedirectInput/float>
Ignite with the given lifetime.
Todo: Before the flames extinguish, or before health reaches zero?
IgniteNumHitboxFires <integerRedirectInput/integer>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <floatRedirectInput/float>
Ignite with the given hitbox fire scale.
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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 than 0.
Color <color255RedirectInput/color32>
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
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