Prop laser catcher: Difference between revisions

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[[File:prop_laser_catcher.jpg|right|thumb|In-game screenshot of two prop_laser_catchers, one powered (right) and another one unpowered, with the alternate center-model (left).]]
[[File:prop_laser_catcher.jpg|right|thumb|In-game screenshot of two prop_laser_catchers, one powered (right) and another one unpowered, with the alternate center-model (left).]]


{{portal2 point|prop_laser_catcher}}
{{portal2 point|prop_laser_catcher}} It is a laser catcher that has target for lasers to strike. The entity will fire outputs when struck and unstruck.
 
==Entity description==
Laser catcher that has target for lasers to strike. The entity will fire outputs when struck and unstruck.


==Keyvalues==
==Keyvalues==

Revision as of 09:32, 31 July 2011

In-game screenshot of two prop_laser_catchers, one powered (right) and another one unpowered, with the alternate center-model (left).

Template:Portal2 point It is a laser catcher that has target for lasers to strike. The entity will fire outputs when struck and unstruck.

Keyvalues

Skin Type ([todo internal name (i)]) <choices>
  • 0 : Clean
  • 1 : Rusted
laser catcher model ([todo internal name (i)]) <model path>
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.
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

Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.

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.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

Outputs

OnPowered
Fired when a laser hits the target.
OnUnpowered
Fired when a laser has stopped hitting the target.


See also