Env airstrike indoors: Difference between revisions
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{{l4d2 point|env_airstrike_indoors}} It simulates an airstrike effect for indoors (crumbling ceiling). | {{l4d2 point|env_airstrike_indoors}} It simulates an airstrike effect for indoors (crumbling ceiling). | ||
==KeyValues== | ==KeyValues== |
Revision as of 14:56, 16 July 2011
Template:L4d2 point It simulates an airstrike effect for indoors (crumbling ceiling).
KeyValues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- height:
- Effect Height
<choices>
- Specifies which animation sequence to use for this effect. (Distance from floor to ceiling)
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.
- AirstrikeOutdoors:
- DoEffect
- Do the effect one time