Prop minigun: Difference between revisions

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{{note|The current description of this entity is based on unofficial data based on data mining. Anything that may be read here is largely incomplete or, in some cases, incorrect.}}
{{DISPLAYTITLE:prop_minigun}}
{{l4d point|prop_minigun}}<br>
{{l4d2 point|prop_minigun}}<br><br>


== Entity description ==
== Entity description ==
A static minigun stand in Left 4 Dead.
A mounted gun players can +USE. The entity is available in both [[Left 4 Dead]] and [[Left 4 Dead 2]].


== Keyvalues ==
== Keyvalues ==
*{{KV PropDynamicBase}}
{{KV PropDynamicBase}}
*{{KV Parentname}}
*{{KV Parentname}}
*{{KV Global}}
*{{KV Global}}
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| 6 || Use VPhysics
| 6 || Use VPhysics
|}
|}
== Flags ==
* {{fl PropDynamicBase}}
== Inputs ==
* {{I Targetname}}
{{I PropDynamicBase}}
== Outputs ==
* '''OnFireStart'''
: Fired when the minigun has spun up and is starting firing.
* '''OnFireStop'''
: Fired when the minigun has stopped firing.
{{O PropDynamicBase}}
== See also ==
* [[prop_mounted_machine_gun]]


[[Category:Left 4 Dead Entities]]
[[Category:Left 4 Dead Entities]]
[[Category:Left 4 Dead 2 Entities]]

Revision as of 09:20, 16 July 2010

Template:L4d point
Template:L4d2 point

Entity description

A mounted gun players can +USE. The entity is available in both Left 4 Dead and Left 4 Dead 2.

Keyvalues

Template:KV PropDynamicBase

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.
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).
  • solid
<choices> Collisions.
Literal value Description
0 Not Solid
2 Use Bounding Box
6 Use VPhysics

Flags

Inputs

Template:I PropDynamicBase

Outputs

  • OnFireStart
Fired when the minigun has spun up and is starting firing.
  • OnFireStop
Fired when the minigun has stopped firing.

Template:O PropDynamicBase

See also