Env portal laser: Difference between revisions

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(Added (some) entity data)
m (Some corrections)
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==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV PropDynamicBase}}
{{KV Angles}}
{{KV|World model|studio}}
{{KV|World model|studio}}
{{KV|Start State|choices}}
{{KV|Start State|choices}}
Line 17: Line 16:
{{KV|Skin|integer|Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.}}
{{KV|Skin|integer|Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.}}
{{KV|Scale Value|integer}}
{{KV|Scale Value|integer}}
== Flags ==
{{FL PropDynamicBase}}


==Inputs==
==Inputs==
{{I Targetname}}
{{I PropDynamicBase}}
{{I Angles}}
{{IO|TurnOn}}
{{IO|TurnOn}}
{{IO|TurnOff}}
{{IO|TurnOff}}
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==Outputs==
==Outputs==
{{O Targetname}}
{{O PropDynamicBase}}

Revision as of 17:46, 4 May 2011

env_portal_laser as seen in Hammer
env_portal_laser as seen in-game (the white light is not emitted by the laser)

Template:Portal2 point

Note.pngNote:There are two models that can be used. laser_emitter_center.mdl is the emitter pictured to the right, and laser_emitter.mdl is an emitter with the same base, but dropped a few units to line the laser up with redirectional cubes.

Entity description

Laser Emitter. It emits a laser that can be used as a puzzle element or to destroy turrets.

Keyvalues

Template:KV PropDynamicBase

World model ([todo internal name (i)]) <model path>
Start State ([todo internal name (i)]) <choices>
Auto Aim Enabled ([todo internal name (i)]) <boolean>
Skin ([todo internal name (i)]) <integer>
Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.
Scale Value ([todo internal name (i)]) <integer>

Flags

Template:FL PropDynamicBase

Inputs

Template:I PropDynamicBase

TurnOn
TurnOff
Toggle

Outputs

Template:O PropDynamicBase