Prop car alarm: 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.}}
{{l4d series point|prop_car_alarm}} This class is the same as prop_physics, with a car alarm. It is a car that calls a panic event when configured properly.
 
{{stub}}
== Entity description ==
A car that alarms hordes of infected when treated appropriately in Left 4 Dead.
 
== Keyvalues ==
== Keyvalues ==
*{{KV PropDynamicBase}}
*{{KV PropDynamicBase}}
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| 6 || Use VPhysics
| 6 || Use VPhysics
|}
|}
 
==Inputs==
[[Category:Left 4 Dead Entities]]
==Outputs==
==Flags==
==See also==
*[[prop_car_glass]]
==External links==

Revision as of 19:03, 6 March 2011

Template:L4d series point This class is the same as prop_physics, with a car alarm. It is a car that calls a panic event when configured properly.

Stub

This article or section is a stub. You can help by expanding it.

Keyvalues

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

Inputs

Outputs

Flags

See also

External links