Prop car glass: Difference between revisions

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{{CD|CCarGlassProp}}
{{CD|CCarGlassProp}}
{{l4d series point|prop_car_glass}} This class is the same as [[prop_dynamic]], with a car alarm, to be used together with [[prop_car_alarm]]. Difference from simply using prop_dynamic is this forwards damage or player standing on it to the parented prop_car_alarm thus it can trigger it.
{{entity|type=e0|series=Left 4 Dead|prop_car_glass}} This class is the same as [[prop_dynamic]], with a car alarm, to be used together with [[prop_car_alarm]]. Difference from simply using prop_dynamic is this forwards damage or player standing on it to the parented prop_car_alarm thus it can trigger it.


== Keyvalues ==
== Keyvalues ==

Revision as of 11:32, 3 August 2023

C++ Class hierarchy
CCarGlassProp
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

Template:Entity This class is the same as prop_dynamic, with a car alarm, to be used together with prop_car_alarm. Difference from simply using prop_dynamic is this forwards damage or player standing on it to the parented prop_car_alarm thus it can trigger it.

Keyvalues

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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

See Also