Asw pickup sentry: Difference between revisions
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Fizzleblix (talk | contribs) (Created article, transcribing keyvalues, IO and Flags from entity properties in hammer) |
Fizzleblix (talk | contribs) m (specified type of sentry) |
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{{as point|asw_pickup_sentry}} It is used to spawn a sentry case. | {{as point|asw_pickup_sentry}} It is used to spawn a sentry case containing a normal sentry. | ||
== Keyvalues == | == Keyvalues == | ||
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== See Also == | == See Also == | ||
There is a thread about the placement of the other sentry types on the steam user forums: | There is a thread about the placement of the other sentry types (flame, freeze, cannon/impact) on the steam user forums: | ||
[http://forums.steampowered.com/forums/showthread.php?t=1388657&highlight=sentry Thread on steam user forums] | [http://forums.steampowered.com/forums/showthread.php?t=1388657&highlight=sentry Thread on steam user forums] |
Revision as of 14:58, 12 August 2010
Template:As point It is used to spawn a sentry case containing a normal sentry.
Keyvalues
- Name
<string>
- The name that other entities refer to this entity by.
- Entity Script
<string>
- Name(s) of script files that are executed after all entities have spawned.
- Script think function
<string>
- Name of a function in this entity's script scope which will be called automatically.
- Disable Shadows
<bool>
- Enable/disable shadows.
- Start Fade Dist/Pixels
<int>
- Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.
- End Fade Dist/Pixels
<int>
- Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.
- Fade Scale
<[Todo]: Is type of parameter int or float?>
- If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.
- Stay in air on startup
<bool>
- If set, this pickup won't fall to the ground when the map starts.
- Bullets in gun
<int>
- Specifies the number of bullets in this pickup. On this pickup, defaults to 1 sentry.
- Clips
<int>
- Specifies the number of clips in this pickup. On this pickup, defaults to 0.
- Secondary Bullets
<int>
- Specifies the number secondary bullets, e.g. grenades for assault rifle. On this pickup, defaults to 0.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Flags
- Start Constrained. [Todo]: Find out how this constrains the entity.
Inputs
CallScriptFunction <string>
- Calls the function named as parameter from the script specified under Keyvalue Entity Script.
EnableShadow
- Enables shadow.
DisableShadow
- Disables shadow.
RunScriptCode
- Runs script code. [Todo]: Parameters?
RunScriptFile
- Runs script file. [Todo]: Parameters?
Outputs
OnCacheInteraction
- Fired when the Player interacts with this entity.
OnPlayerTouch
- Fired when the player touches this entity.
OnUser1
toOnUser4
- Fired in response to the FireUser inputs; see User Inputs and Outputs.
See Also
There is a thread about the placement of the other sentry types (flame, freeze, cannon/impact) on the steam user forums: Thread on steam user forums