Prop monster box: Difference between revisions
Jump to navigation
Jump to search
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
(Updated with data from the official portal2.fgd) |
(Added screenshot) |
||
Line 1: | Line 1: | ||
[[File:prop_monster_box.jpg|right|thumb|In-game screenshot of a prop_monster_box.]] | |||
{{portal2 point|prop_monster_box}} | {{portal2 point|prop_monster_box}} | ||
==Entity description== | ==Entity description== |
Revision as of 09:59, 12 May 2011
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

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.
Flags

Inputs

Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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 <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

- OnFizzled
- Fired when the monster gets fizzled.