Func playerinfected clip: Difference between revisions

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m (Robot: fixing template case.)
m (Robot: fixing template case.)
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* {{kv targetname}}
* {{kv targetname}}
* {{kv parentname}}
* {{kv parentname}}
* {{kv origin}}
* {{KV Origin}}
* {{kv renderfields}}
* {{kv renderfields}}
* {{KV Global}}
* {{KV Global}}

Revision as of 19:49, 19 January 2009

Template:Wrongtitle

Entity description

A brush entity in Left 4 Dead which prevents infected players in versus from accessing an area. Appears as a white no access symbol in-game which is only visible when the player is standing close. Template:Brushmodel

Keyvalues

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
<boolean> Used to disable dynamic shadows being cast on this entity.
  • InputFilter
  • Solidity
<choices> Used to control the solidity/collision of these brushes.
Literal Value Description
0 Toggle
1 Never Solid
2 Always Solid
  • solidbsp
<boolean> Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.

Flags

2: Ignore player +USE

Inputs

  • RenderFields:
Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.
Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • Shadow:
DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.
  • EnableDisable:
Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs