Grenade helicopter: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
(Deleted unused contend category)
Line 1: Line 1:
{{wrongtitle|title=grenade_helicopter}}
{{wrongtitle|title=grenade_helicopter}}
[[Image:Hunter_chopper_mine.jpg|thumb|250px|right|The helicopter mine model from EP2.]]
[[Image:Hunter_chopper_mine.jpg|thumb|200px|right|The helicopter mine model from EP2.]]
==Entity Description==
{{hl2 point|grenade_helicopter}}
A time-bomb dropped by the [[npc_helicopter]]. The timer is only activated when the bomb comes in contact with the world geometry, or any props. Although picking up the Episode 2 bombs with the Gravity Gun will delay the timer. Upon touching an NPC or most other props it will detonate immediately. The bombs are also buoyant. {{immobile npc}}
A time-bomb dropped by the [[npc_helicopter]]. The timer is only activated when the bomb comes in contact with the world geometry, or any props. Although picking up the Episode 2 bombs with the Gravity Gun will delay the timer. Upon touching an NPC or most other props it will detonate immediately. The bombs are also buoyant. {{immobile npc}}


* see also [[npc_heli_nobomb]]
* see also [[npc_heli_nobomb]]
==Dedicated Console Variables==


==Keyvalues==
==Keyvalues==

Revision as of 02:55, 4 September 2011

Template:Wrongtitle

The helicopter mine model from EP2.

Template:Hl2 point A time-bomb dropped by the npc_helicopter. The timer is only activated when the bomb comes in contact with the world geometry, or any props. Although picking up the Episode 2 bombs with the Gravity Gun will delay the timer. Upon touching an NPC or most other props it will detonate immediately. The bombs are also buoyant.

Keyvalues

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

  • 65536 : Disables the mine's detonation timer.

Inputs

  • ExplodeIn
    <float> Tells the bomb to explode in X seconds.
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

  • OnPhysGunOnlyPickup
    <void> Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output.