Info lighting relative: Difference between revisions

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m (Robot: fixing template case.)
m (Robot: fixing template case.)
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* {{I Parentname}}
* {{I Parentname}}
==Outputs==
==Outputs==
* {{o targetname}}
* {{O Targetname}}
[[Category:Entities]]
[[Category:Entities]]

Revision as of 20:10, 19 January 2009

Template:Wrongtitle

Icon-NotInFGD.png
This entity is not in the Counter-Strike: SourceHalf-Life 2Half-Life 2: DeathmatchDay of Defeat: SourceHalf-Life 2: Episode OneHalf-Life 2: Episode TwoTeam Fortress 2 FGD by default.
See below for instructions on making it available.

Entity Description

Info lighting.png

This entity is used in d1_trainstation_01, inside the train car Gordon encounters G-Man.

It can be used on any model entity. Use the !FGD LightingOriginHack keyvalue to set the entity's initial lighting origin and the !FGD SetLightingOriginHack input to set a new lighting origin.

FGD Code

@PointClass base(Targetname, Parentname) iconsprite("editor/info_lighting.vmt") = info_lighting_relative
[
	LightingLandmark(target_destination) : "Lighting Landmark" :  : "Entity at which the reference origin is contained. " +
									" If empty, the info_lighting_relative's origin will" +
									" be used."
]

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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
  • LightingLandmark
<target_destination> Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.

Inputs

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.

Outputs