Commentary dummy: Difference between revisions

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{{l4d series point|commentary_dummy}}
{{stub}}
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== Entity description ==
{{l4d series point|commentary_dummy}} It is a commentary dummy. {{clarify}}
Commentary Dummy


== Keyvalues ==
== Keyvalues ==
* {{KV Angles}}
{{KV|Dummy Model|studio}}
* {{KV Targetname}}
{{KV|Eye Height|integer|Eye height relative to origin. Only necessary when staring at players}}
* {{ScrollBox|title=Model|
{{KV|Starting Animation|string|The name of the starting animation that this dummy will play when it spawns.}}
; Dummy Model <code><studio></code>
{{KV|Starting Weapons|string|The names of any weapons the dummy should have when it spawns. Separated by spaces, commas, or semicolons. Last specified weapon will be equipped}}
}}
{{KV|Stare at players|boolean|Set to true if you want the dummy to attempt to stare at players all the time.}}
* {{ScrollBox|title=EyeHeight|
{{KV|Head Yaw Pose Parameter|string|The name of the head yaw pose parameter. Only necessary when staring at players}}
; Eye Height <code><[[integer]]></code>
{{KV|Head Pitch Pose Parameter|string|The name of the head yaw pose parameter. Only necessary when staring at players}}
: Eye height relative to origin. Only necessary when staring at players
{{KV Angles}}
}}
{{KV Targetname}}
* {{ScrollBox|title=StartingAnim|
; Starting Animation <code><[[string]]></code>
: The name of the starting animation that this dummy will play when it spawns.
}}
* {{ScrollBox|title=StartingWeapons|
; Starting Weapons <code><[[string]]></code>
: The names of any weapons the dummy should have when it spawns. Separated by spaces, commas, or semicolons. Last specified weapon will be equipped
}}
* {{ScrollBox|title=LookAtPlayers|
; Stare at players <code><choices></code>
: Set to true if you want the dummy to attempt to stare at players all the time.
}}
* {{ScrollBox|title=HeadYawPoseParam|
; Head Yaw Pose Parameter <code><[[string]]></code>
: The name of the head yaw pose parameter. Only necessary when staring at players
}}
* {{ScrollBox|title=HeadPitchPoseParam|
; Head Pitch Pose Parameter <code><[[string]]></code>
: The name of the head pitch pose parameter. Only necessary when staring at players
}}


== Inputs ==
== Inputs ==
; SetAnimation <[[string]]>
{{IO|SetAnimation|Force the dummy to play an animation. The parameter should be the name of the animation.|param=string}}
: Force the dummy to play an animation. The parameter should be the name of the animation.
{{I Targetname}}
{{I Targetname}}


== Outputs ==
== Outputs ==
{{O Targetname}}
{{O Targetname}}
== See also ==
== External links ==

Revision as of 03:12, 12 August 2011

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Template:L4d series point It is a commentary dummy. [Clarify]

Keyvalues

Dummy Model ([todo internal name (i)]) <model path>
Eye Height ([todo internal name (i)]) <integer>
Eye height relative to origin. Only necessary when staring at players
Starting Animation ([todo internal name (i)]) <string>
The name of the starting animation that this dummy will play when it spawns.
Starting Weapons ([todo internal name (i)]) <string>
The names of any weapons the dummy should have when it spawns. Separated by spaces, commas, or semicolons. Last specified weapon will be equipped
Stare at players ([todo internal name (i)]) <boolean>
Set to true if you want the dummy to attempt to stare at players all the time.
Head Yaw Pose Parameter ([todo internal name (i)]) <string>
The name of the head yaw pose parameter. Only necessary when staring at players
Head Pitch Pose Parameter ([todo internal name (i)]) <string>
The name of the head yaw pose parameter. Only necessary when staring at players
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

Inputs

SetAnimation <stringRedirectInput/string>
Force the dummy to play an animation. The parameter should be the name of the animation.


Outputs