Info projecteddecal: Difference between revisions
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Important:This is a preserved entity in 




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If the game has round restart mechanics this entity may not behave as expected:
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{{CD|CProjectedDecal|file1=world.cpp}} | {{CD|CProjectedDecal|file1=world.cpp}} | ||
{{ | {{this is a|e0|name=info_projecteddecal}} It projects a dynamic [[decal]] (same type of decal as bullet holes, blood splatter etc.) onto anything capable of receiving one. If it has no target name then the decal will be applied as soon as the map loads; otherwise it will wait for the '''Activate''' input. | ||
{{PreservedEnt}} | {{PreservedEnt}} | ||
Revision as of 11:18, 4 January 2024
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CProjectedDecal |
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info_projecteddecal
is an e0 available in all Source games. It projects a dynamic decal (same type of decal as bullet holes, blood splatter etc.) onto anything capable of receiving one. If it has no target name then the decal will be applied as soon as the map loads; otherwise it will wait for the Activate input.







If the game has round restart mechanics this entity may not behave as expected:
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Keyvalues
- texture (texture) <decal>
- The image to apply as a decal.
- Distance (Distance) <float>
- Maximum distance from the origin to project the decal.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- Activate
- Force the decal to apply itself to the world and removes itself.