Prop scalable: Difference between revisions
Jump to navigation
Jump to search

In code, it is represented by the
Note: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.
Kestrelguy (talk | contribs) (added language bar and updated template usage.) |
1416006136 (talk | contribs) mNo edit summary |
||
Line 1: | Line 1: | ||
{{lang|Prop scalable}} | {{lang|Prop scalable}} | ||
{{ | {{entity|type=e0|game=Half-Life 2: Episode Two|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}}. | ||
{{bug|This entity is defined in later games' [[FGD]]s but is not implemented in the engine.}} | {{bug|This entity is defined in later games' [[FGD]]s but is not implemented in the engine.}} |
Revision as of 19:08, 10 March 2023


Template:Entity 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 .

CPropScalable
class, defined in theprop_scalable.cpp
file.
Keyvalues
Inputs
- SetScaleX <vector >
- SetScaleY <vector >
- SetScaleZ <vector >
- Scales the model (local axes). Accepts either
newscale timespan
ornewscale
, 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.
