Prop laser catcher: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
		
	
 (Created page with '{{portal2 point|prop_laser_catcher}}  {{screenshot}}  A receiver for a Thermal Discouragement Beam.  {{stub}}')  | 
				No edit summary  | 
				||
| Line 1: | Line 1: | ||
{{screenshot}}  | |||
{{portal2 point|prop_laser_catcher}}  | {{portal2 point|prop_laser_catcher}}  | ||
{{  | ==Entity Description==  | ||
A receiver for a [[Thermal Discouragement Beam]].  | |||
==KeyValues==  | |||
{{KV Angles}}  | |||
{{KV Studiomodel}}  | |||
;IndicatorLights <code><target_destination></code>  | |||
:{{todo}}  | |||
;drawinfastreflection <code><[[boolean]]></code>  | |||
:{{todo}}  | |||
;SkinType <code><[[integer]]></code>  | |||
:{{todo}}  | |||
==Inputs==  | |||
{{I Targetname}}  | |||
==Outputs==  | |||
; <code>OnPowered</code>  | |||
: Fired when the receiver is powered.  | |||
; <code>OnUnpowered</code>  | |||
: Fired when the receiver is unpowered.  | |||
Revision as of 07:47, 3 May 2011
This article or section needs a screenshot to help visually convey the subject.
You can upload screenshots at Special:Upload. For help, see Help:Images.
You can upload screenshots at Special:Upload. For help, see Help:Images.
Entity Description
A receiver for a Thermal Discouragement Beam.
KeyValues
- 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.
 
- World Model (model) <model path>
 - The model this entity should appear as. 128-character limit.
 - Skin (skin) <integer>
 - Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code. 
Tip:Hammer's model browser automatically updates this value if you use it to view different skins. 
- Model Scale (modelscale)  <float> (in all games since 
) (also in 
) - A multiplier for the size of the model.
 
Tip:In 
 Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup (body / SetBodyGroup) <integer>
 - Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code. 
Note:If both bodyandSetBodyGroupare present (even if set to 0),bodywill be prioritized. 
- Sequence (sequence) <integer> !FGD
 - Default animation sequence for the model to be playing after spawning. May be overridden by game code.
 
- Lighting Origin (lightingorigin) <targetname>
 - Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.
 
Shadow:
- Disable Shadows (disableshadows) <boolean>
 - Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
 
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
 - Prevent the entity from receiving dynamic shadows on itself.
 
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
 - Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
 - Disable Shadow Depth (disableshadowdepth)  <boolean> (in all games since 
) - Used to disable rendering into shadow depth (for projected textures) for this entity.
 
- Disable flashlight (disableflashlight)  <boolean> (in all games since 
) - Used to disable projected texture lighting and shadows on this entity.
 
- Projected Texture Cache (shadowdepthnocache)  <integer choices> (in all games since 
) - Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
 
Choices - 0 : Default
 - 1 : No cache - render every frame
 - 2 : Cache it - render only once
 
- Render in Fast Reflections (drawinfastreflection)  <boolean> (in all games since 
) - If enabled, this entity will render in fast water reflections (i.e. when a water material specifies 
$reflectonlymarkedentities) and in the world impostor pass. - IndicatorLights 
<target_destination> - [Todo]
 - drawinfastreflection 
<boolean> - [Todo]
 - SkinType 
<integer> - [Todo]
 
Inputs
Outputs
OnPowered- Fired when the receiver is powered.
 OnUnpowered- Fired when the receiver is unpowered.