Env citadel energy core: Difference between revisions

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{{wrongtitle|title=env_citadel_energy_core}}
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{{point ent|{{{1|}}}|series=Half-Life 2|game=Half-Life 2: Episode One|icon=ep1}}
{{hl2 point|env_citadel_energy_core}} It produces an energy core, as seen in the [[citadel]] or by the secondary attack of the [[weapon_ar2|AR2 pulse rifle]].


==Entity Description==
{{code class|CCitadelEnergyCore|hl2_dll\citadel_effects.cpp}}
Special effect for the energy cores{{clarify}} in [[citadel]].


==Availability==
== Keyvalues ==
{{in game|point}} {{game|HL2}}
{{KV|Scale|float|Scale of the effect.  1 is the default size, 2 is twice that, etc.}}
In code it is represented by class CCitadelEnergyCore, defined in hl2_dll\citadel_effects.cpp.
{{KV Angles}}
{{KV Targetname}}
{{KV Parentname}}


==Keyvalues==
== Flags ==
*{{KV Targetname}}
* 1 : No small particles
*{{KV Parentname}}
* 2 : Start on
*{{KV Angles}}
*'''scale'''
:<float> Scale of the effect.  1 is the default size, 2 is twice that, etc.


==Flags==
== Inputs ==
*1 : No small particles
{{IO|StartCharge|Start charging the core over specified number of seconds.|param=float}}
*2 : Start on
{{IO|StartDischarge|Start discharging the core over specified number of seconds.}}
{{IO|Stop|Stops the effect at any point.|param=float}}
{{I Targetname}}
{{I Parentname}}


==Inputs==
== Outputs ==
*{{i Targetname}}
{{O Targetname}}
*{{i Parentname}}
*'''StartCharge <float>'''
:Start charging the core over specified number of seconds.
*'''StartDischarge'''
:Start discharging the core over specified number of seconds.
*'''Stop <float>'''
:Stops the effect at any point.
 
==Outputs==
*{{o Targetname}}
 
[[Category:Entities]]
[[Category:Half-Life 2: Episode One Entities]]
[[Category:Half-Life 2: Episode Two Entities]]
[[Category:Portal Entities]]

Revision as of 21:36, 2 August 2011

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Template:Hl2 point It produces an energy core, as seen in the citadel or by the secondary attack of the AR2 pulse rifle.

C++ In code, it is represented by theCCitadelEnergyCoreclass, defined in thehl2_dll\citadel_effects.cppfile.

Keyvalues

Scale ([todo internal name (i)]) <float>
Scale of the effect. 1 is the default size, 2 is twice that, etc.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
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 : No small particles
  • 2 : Start on

Inputs

StartCharge <floatRedirectInput/float>
Start charging the core over specified number of seconds.
StartDischarge
Start discharging the core over specified number of seconds.
Stop <floatRedirectInput/float>
Stops the effect at any point.


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