Prop monster box: Difference between revisions
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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
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m (Re-arranged some fields) |
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==Keyvalues== | ==Keyvalues== | ||
{{KV|Start As Box|boolean|Start as an Box.}} | |||
{{KV|Box Switch Speed|float|Speed to force switch to a box.}} | |||
{{KV BasePropPhysics}} | {{KV BasePropPhysics}} | ||
{{KV Parentname}} | {{KV Parentname}} | ||
==Flags== | ==Flags== | ||
Line 16: | Line 16: | ||
==Inputs== | ==Inputs== | ||
{{IO|BecomeBox|Force the monster to stay as a box.|param=string}} | {{IO|BecomeBox|Force the monster to stay as a box.|param=string}} | ||
{{IO|BecomeMonster|Allow the monster to come out when set down.}} | {{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.}} | {{IO|BecomeShortcircuit|Short circuit this box and don't allow him to move anymore.}} | ||
{{I BasePropPhysics}} | |||
{{I Parentname}} | |||
==Outputs== | ==Outputs== | ||
{{IO|OnFizzled|Fired when the monster gets fizzled.}} | |||
{{O BasePropPhysics}} | {{O BasePropPhysics}} | ||
Revision as of 01:44, 13 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
- 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.

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.
Outputs
- OnFizzled
- Fired when the monster gets fizzled.
