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).
{{stub}}


==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 or target).
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 <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.
  • AirstrikeOutdoors:
DoEffect
Do the effect one time

Outputs

See also

External links