Env viewpunch: Difference between revisions

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m (I figured I'd add a little elaboration, because I found this in Hammer and had no idea what the hell it meant by "view punch")
(Cleanup)
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{{wrongtitle|title=env_viewpunch}}
{{base point ep1|env_viewpunch}}
{{base_point_ep1|env_viewpunch}}


== Entity description ==
== Entity description ==
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== Keyvalues ==
== Keyvalues ==
* {{KV Targetname}}
{{KV|Punch angles|angle|The punch angles to apply.}}
* '''radius'''
{{KV|Effect Radius|float|The radius around this entity in which to affect players.}}
:<float> The radius around this entity in which to affect players.
{{KV Targetname}}
* '''punchangle'''
{{KV Parentname}}
:<angle> The punch angles to apply.


== Flags ==
== Flags ==
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== Inputs ==
== Inputs ==
* {{I Targetname}}
{{IO|ViewPunch|Performs the view punch.}}
* '''ViewPunch'''
{{I Targetname}}
: Perform the view punch.
{{I Parentname}}


== Outputs ==
== Outputs ==
* {{O Targetname}}
{{O Targetname}}

Revision as of 06:16, 9 June 2011

Template:Base point ep1

Entity description

Applies a view punch according to the origin, radius, and angle. Generally, it moves the screen as if the player was "punched".

Keyvalues

Punch angles ([todo internal name (i)]) <angle>
The punch angles to apply.
Effect Radius ([todo internal name (i)]) <float>
The radius around this entity in which to affect players.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

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

  • 1 : Punch all players (ignore radius)
  • 2 : Punch players in the air

Inputs

ViewPunch
Performs the view punch.


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.

Outputs