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
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[[File:prop_monster_box.jpg|right|thumb|In-game screenshot of a prop_monster_box.]] | [[File:prop_monster_box.jpg|right|thumb|In-game screenshot of a prop_monster_box.]] | ||
{{portal2 point|prop_monster_box}} | {{portal2 point|prop_monster_box}} It is a "Frankenturret", the result of welding together two [[npc_portal_turret_floor|turrets]] and one weighted storage cube. While it can't attack, it can still move on its own under certain conditions. | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 09:33, 31 July 2011
Template:Portal2 point It is 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.
