Prop car alarm: Difference between revisions

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{{l4d series point|prop_car_alarm}} This class is the same as [[prop_physics]], with a car alarm. It is a car that calls a panic event when configured properly.
{{l4d series point|prop_car_alarm}} This class is the same as [[prop_physics]], with a car alarm. It is a car that calls a panic event when configured properly.
{{stub}}
 
== Keyvalues ==
== Keyvalues ==
*{{KV PropDynamicBase}}
{{KV BasePropPhysics}}
*{{KV Parentname}}
{{KV RenderFields}}
*{{KV Global}}
{{KV EnableDisable}}
*{{KV EnableDisable}}
 
*'''solid'''
== Flags ==
:<choices> Collisions.
{{Fl BasePropPhysics}}
:{| class=standard-table
 
! Literal value || Description
== Inputs ==
|-
{{IO|Ignite|Ignite, burst into flames.}}
| 0 || Not Solid
{{IO|IgniteLifetime|<code>Ignite</code> with the given lifetime. {{todo|Before the flames extinguish, or before health reaches zero?}}|param=float}}
|-
{{IO|IgniteNumHitboxFires|<code>Ignite</code> with the given number of hitbox fires.|param=integer}}
| 2 || Use Bounding Box
{{IO|IgniteHitboxFireScale|<code>Ignite</code> with the given hitbox fire scale.|param=float}}
|-
{{I BasePropPhysics}}
| 6 || Use VPhysics
{{I RenderFields}}
|}
{{I EnableDisable}}
==Inputs==
 
==Outputs==
== Outputs ==
==Flags==
{{IO|OnCarAlarmStart|Car alarm should go off}}
==See also==
{{IO|OnCarAlarmEnd|Car alarm has shut off}}
*[[prop_car_glass]]
{{IO|OnCarAlarmChirpStart|}}
==External links==
{{IO|OnCarAlarmChirpEnd|}}
{{O BasePropPhysics}}

Revision as of 08:11, 12 August 2011

Template:L4d series point This class is the same as prop_physics, with a car alarm. It is a car that calls a panic event when configured properly.

Keyvalues

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RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Flags

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Inputs

Ignite
Ignite, burst into flames.
IgniteLifetime <floatRedirectInput/float>
Ignite with the given lifetime.
Todo: Before the flames extinguish, or before health reaches zero?
IgniteNumHitboxFires <integerRedirectInput/integer>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <floatRedirectInput/float>
Ignite with the given hitbox fire scale.
Note.pngNote:Page left for viewable history, content moved to prop_physics

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

OnCarAlarmStart
Car alarm should go off
OnCarAlarmEnd
Car alarm has shut off
OnCarAlarmChirpStart
OnCarAlarmChirpEnd
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