Env weaponfire: Difference between revisions

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m (Apologies, entity does work without parenting. It does nto work when inside another entity ie needs to be clear of any other entity. Took the note out)
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{{KV Targetname}}
{{KV Targetname}}
{{KV Parentname}}
{{KV Parentname}}
{{confirm|It seems that currently this entity does not work unless parented}}
{{KV Angles}}
{{KV Angles}}
{{KV EnableDisable}}
{{KV EnableDisable}}

Revision as of 19:24, 22 December 2010

Template:L4d series point This entity is used to mimic weapon fire from the guns in L4D. It does damage, muzzle flash, tracers, and impact effects. While it is great for intro cinematics, the entity is not 100% faithful to L4D weapon behavior (shots don't penetrate multiple zombies, for example). All effects are done client side, and so bandwidth usage is pretty low but it isn't perfectly in-sync with the server-side damage calculation.

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.
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.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
The arc that the entity will seach for targets (in degrees)
The distance that the entity will search for targets (in inches)
  • Target Filter <filterclass>
Filter to use to determine if an entity is a valid target
Used to increase or decrease the amount of damage per shot
  • Weapon Type <choices>
Assault Rifle, Hunting Rifle, or Auto Shotgun
  • Target Team <choices>
Zombies, Survivors, or Both
  • Ignore Players <choices>
Yes or No

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.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

See also

External links