Info target helicoptercrash: Difference between revisions

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(-added class hierarchy, cleanup)
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{{CD|???|base=CPointEntity}}
{{This is a|point entity|name=info_target_helicoptercrash|game=Black Mesa|sprite=Info_target.png}} When <code>SelfDestruct</code> input fires for {{ent|npc_apache}} - it will fly to nearest {{ent|info_target_helicoptercrash}} entity and break, if touched an entity or surface. That's exactly what this entity is designed for.
{{This is a|point entity|name=info_target_helicoptercrash|game=Black Mesa|sprite=Info_target.png}} When <code>SelfDestruct</code> input fires for {{ent|npc_apache}} - it will fly to nearest {{ent|info_target_helicoptercrash}} entity and break, if touched an entity or surface. That's exactly what this entity is designed for.
{{back |Black Mesa Level Creation}}
{{back|Black Mesa Level Creation}}


== Keyvalues ==
== Keyvalues ==
{{KV BaseEntity|base=1}}
{{KV Targetname}}


== Inputs ==  
== Inputs ==  
{{IO|FireCrashOutput|param=void|nofgd=1|Fires <code>OnCrashed</code> output.}}
{{IO|FireCrashOutput|param=void|nofgd=1|Fires <code>OnCrashed</code> output.}}
{{I BaseEntity|base=1}}


== Outputs ==
== Outputs ==
{{IO|OnCrashed|param=void|nofgd=1|Fires via <code>FireCrashOutput</code> input.}}
{{IO|OnCrashed|param=void|nofgd=1|Fires via <code>FireCrashOutput</code> input.}}
{{O BaseEntity|}}

Revision as of 10:14, 11 August 2024

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C++ Class hierarchy
???
CPointEntity
CBaseEntity
Info target.png

info_target_helicoptercrash is a point entity available in Black Mesa Black Mesa. When SelfDestruct input fires for npc_apache - it will fly to nearest info_target_helicoptercrash entity and break, if touched an entity or surface. That's exactly what this entity is designed for.

Black Mesa Level Creation

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

FireCrashOutput <void> !FGD
Fires OnCrashed output.

Outputs

OnCrashed <void> !FGD
Fires via FireCrashOutput input.