Prop monster box: Difference between revisions

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(Updated with data from the official portal2.fgd)
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{{portal2 point|prop_moster_box}}
{{portal2 point|prop_monster_box}}
{{screenshot}}
{{screenshot}}


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==Keyvalues==
==Keyvalues==
{{KV BasePropPhysics}}
{{KV BasePropPhysics}}
{{KV RenderFields}}
{{KV Parentname}}
{{KV|Box switch speed|integer}}
{{KV|Start As Box|boolean|Start as an Box.}}
{{KV|Disable Shadow Depth|boolean}}
{{KV|Box Switch Speed|float|Speed to force switch to a box.}}
{{KV|No Cache for Shadow Depth|boolean}}
{{KV|Start As Box|boolean}}


==Flags==
==Flags==
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==Inputs==
==Inputs==
{{I BasePropPhysics}}
{{I BasePropPhysics}}
{{I RenderFields}}
{{I Parentname}}
{{IO|BecomeBox|Force the monster to stay as a box.|param=string}}
{{IO|BecomeMonster|Allow the monster to come out when set down.}}
{{IO|BecomeShortcircuit|Short circuit this box and don't allow him to move anymore.}}


==Outputs==
==Outputs==
{{O BasePropPhysics}}
{{O BasePropPhysics}}
{{O RenderFields}}
{{IO|OnFizzled|Fired when the monster gets fizzled.}}
{{IO|OnFizzled|Fires when fizzled.}}

Revision as of 02:24, 11 May 2011

Template:Portal2 point

Nuvola apps ksnapshot.png
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Entity description

A "Frankenturret", the result of welding together two turrets and one weighted storage cube. While it can't attack, it can still move on its own under certain conditions.

Keyvalues

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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.
Start As Box ([todo internal name (i)]) <boolean>
Start as an Box.
Box Switch Speed ([todo internal name (i)]) <float>
Speed to force switch to a box.

Flags

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Inputs

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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.
BecomeBox <stringRedirectInput/string>
Force the monster to stay as a box.
BecomeMonster
Allow the monster to come out when set down.
BecomeShortcircuit
Short circuit this box and don't allow him to move anymore.

Outputs

Note.pngNote:Page left for viewable history, content moved to prop_physics
OnFizzled
Fired when the monster gets fizzled.