Env entity maker: Difference between revisions
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(I'm not stalking you, XFunc_CaRteR. Just in case you were wondering :P Removed "Usage" bit. It was unnecessary.) |
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{{base point|env_entity_maker}} It spawns the specified [[entity]] [[point_template|template]] at the env_entity_maker's [[origin]]. If set to auto-spawn, it will spawn the template whenever there's room and the player is looking elsewhere. | {{base point|env_entity_maker}} It spawns the specified [[entity]] [[point_template|template]] at the env_entity_maker's [[origin]]. If set to auto-spawn, it will spawn the template whenever there's room and the player is looking elsewhere. | ||
== Keyvalues == | == Keyvalues == |
Revision as of 17:10, 27 November 2011
Template:Base point It spawns the specified entity template at the env_entity_maker's origin. If set to auto-spawn, it will spawn the template whenever there's room and the player is looking elsewhere.
Keyvalues
- Point_template To Spawn ([todo internal name (i)]) <targetname>
- Name of the point_template to spawn here.
- PostSpawn Movement Speed ([todo internal name (i)]) <float>
- If specified, all the entities created in the template will move this fast in the specified PostSpawn Movement Direction.
- PostSpawn Movement Direction ([todo internal name (i)]) <angle>
- If a PostSpawn Movement Speed is specified, all the entities created in the template will move in this direction.
- PostSpawn Direction Variance ([todo internal name (i)]) <float>
- This variance is applied to the PostSpawn Movement Direction for each spawned entity in the template. Use it to apply some randomness to the directions.
- PostSpawn Inherit Angles ([todo internal name (i)]) <boolean>
- If in hierarchy, is spawn direction in world space, or object local space of parent
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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.
- 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.
Flags
- 1 : Enable AutoSpawn (will spawn whenever there's room)
- 2 : AutoSpawn: Wait for entity destruction
- 4 : AutoSpawn: Even if the player is looking
- 8 : ForceSpawn: Only if there's room
- 16 : ForceSpawn: Only if the player isn't looking
Inputs
- ForceSpawn
- Spawn an instance of the template at this origin and angle.
- ForceSpawnAtEntityOrigin <targetname >
- Spawn an instance of the template that the same origin and angle as the specified entity (specify by targetname in parameters)
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
- OnEntitySpawned
- Fired when an instance of the entity template has been spawned.
- OnEntityFailedSpawn
- Fired when a
ForceSpawn
input failed to spawn the template, either due to lack of space or being in player's view, depending on the spawnflags.