Prop scalable: Difference between revisions

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<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Prop scalable}}{{this is a|point entity|name=prop_scalable|game=Half-Life 2: Episode Two}} 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}}.
{{LanguageBar}}
{{CD|CPropScalable|file1=prop_scalable.cpp}}
{{this is a|point entity|name=prop_scalable|game=Half-Life 2: Episode One|game1=Half-Life 2: Episode Two}} 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.}}


{{Code class|[https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/server/episodic/prop_scalable.cpp#L12 CPropScalable]|[https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/server/episodic/prop_scalable.cpp prop_scalable.cpp]}}
==Keyvalues==
{{KV Targetname}}


==Keyvalues==
{{KV BaseEntity|base=1}}
==Inputs==
==Inputs==
{{IO|SetScaleX|param=vector}}
{{IO|SetScaleX|param=vector}}
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{{IO|SetScaleZ|param=vector|Scales the model (local axes). Accepts either <code>newscale timespan</code> or <code>newscale</code>, 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.}}
{{IO|SetScaleZ|param=vector|Scales the model (local axes). Accepts either <code>newscale timespan</code> or <code>newscale</code>, 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.}}
{{note|Changing the size is not able via variables (e.g., {{ent|math_counter}}). You can set the different sizes in a {{ent|logic_case}} to get a near-blend between different sizes.}}
{{note|Changing the size is not able via variables (e.g., {{ent|math_counter}}). You can set the different sizes in a {{ent|logic_case}} to get a near-blend between different sizes.}}
{{I BaseEntity|base=1}}
==Outputs==
{{O BaseEntity}}

Revision as of 15:14, 21 July 2024

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C++ Class hierarchy
CPropScalable
CBaseAnimating
CBaseEntity
C++ prop_scalable.cpp

prop_scalable is a point entity available in Half-Life 2: Episode One Half-Life 2: Episode One and Half-Life 2: Episode Two Half-Life 2: Episode Two. 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 Half-Life 2: Episode One .

Icon-Bug.pngBug:This entity is defined in later games' FGDs but is not implemented in the engine.  [todo tested in ?]

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

Inputs

SetScaleX <vectorRedirectInput/Vector>
SetScaleY <vectorRedirectInput/Vector>
SetScaleZ <vectorRedirectInput/Vector>
Scales the model (local axes). Accepts either newscale timespan or newscale, 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.
Note.pngNote: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.