Env tram screen: Difference between revisions

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== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}
{{KV|Panel Name|intn=panelname|string|This property should use specified VGUI panel, but it always use the default panel.|deprecated=1}}
{{KV|Panel Name|intn=panelname|string|This property should use specified VGUI panel, but it always use the default panel.|deprecated=1}}
{{KV|Overlay Material|intn=overlaymaterial|string|VGUI panel to use.|nofgd=1}}
{{KV|Func Train To Trigger|intn=functrainname|target_destination|Determines the {{ent|func_tracktrain}} that will affect the indicators on the screen. Doesn't work with other train entities.}}
{{KV|Func Train To Trigger|intn=functrainname|target_destination|Determines the {{ent|func_tracktrain}} that will affect the indicators on the screen. Doesn't work with other train entities.}}
{{KV|Panel Name|intn=panelname|target_destination|Determines the prop that the screen will be attached to. It can be any target with model that have all the required [[attachment point|attachment points]].}}
{{KV|Panel Name|intn=panelname|target_destination|Determines the prop that the screen will be attached to. It can be any target with model that have all the required [[attachment point|attachment points]].}}

Revision as of 00:23, 27 May 2025

C++ Class hierarchy
CTramScreen
CVGuiScreen
CBaseEntity
Info target.png

env_tram_screen is a point entity available in Black Mesa Black Mesa. This entity creates the VGUI panel for train from Apprehension chapter. Created by prop_train_apprehension, but also can be used in Hammer Hammer.

The VGUI panel.

Keyvalues

Panel Name (panelname) <string> Obsolete
Deprecated.
This property should use specified VGUI panel, but it always use the default panel.
Overlay Material (overlaymaterial) <string> !FGD
VGUI panel to use.
Func Train To Trigger (functrainname) <targetname>
Determines the func_tracktrain that will affect the indicators on the screen. Doesn't work with other train entities.
Panel Name (panelname) <targetname>
Determines the prop that the screen will be attached to. It can be any target with model that have all the required attachment points.

Inputs

SetActive <void> !FGD
Activates screen.
SetInactive <void> !FGD
Deactivates screen.
attachscreen <void> !FGD
Fired on entity spawn to attach screen.