Env citadel energy core: Difference between revisions
Jump to navigation
Jump to search
In code, it is represented by the
No edit summary |
(Cleanup, added displaytitle template) |
||
Line 1: | Line 1: | ||
{{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]]. | {{DISPLAYTITLE:env_citadel_energy_core}} | ||
[[Image:EnergyCore.jpg|thumb|right|300px|A Citadel Energy Core with Particles]] | |||
{{hl2 point|env_citadel_energy_core}} | |||
==Entity descripton== | |||
It produces an energy core, as seen in the [[citadel]] or by the secondary attack of the [[weapon_ar2|AR2 pulse rifle]]. | |||
{{code class|CCitadelEnergyCore|hl2_dll\citadel_effects.cpp}} | {{code class|CCitadelEnergyCore|hl2_dll\citadel_effects.cpp}} | ||
== Keyvalues == | == Keyvalues == | ||
{{KV Angles}} | {{KV Angles}} | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV Parentname}} | {{KV Parentname}} | ||
{{KV|Scale|float|Scale of the effect. 1 is the default size, 2 is twice that, etc.}} | |||
== Flags == | == Flags == | ||
Line 16: | Line 19: | ||
== Inputs == | == Inputs == | ||
{{I Targetname}} | |||
{{I Parentname}} | |||
{{IO|StartCharge|Start charging the core over specified number of seconds.|param=float}} | {{IO|StartCharge|Start charging the core over specified number of seconds.|param=float}} | ||
{{IO|StartDischarge|Start discharging the core over specified number of seconds.}} | {{IO|StartDischarge|Start discharging the core over specified number of seconds.}} | ||
{{IO|Stop|Stops the effect at any point.|param=float}} | {{IO|Stop|Stops the effect at any point.|param=float}} | ||
== Outputs == | == Outputs == | ||
{{O Targetname}} | {{O Targetname}} |
Revision as of 08:54, 4 February 2012
Entity descripton
It produces an energy core, as seen in the citadel or by the secondary attack of the AR2 pulse rifle.

CCitadelEnergyCore
class, defined in thehl2_dll\citadel_effects.cpp
file.
Keyvalues
- 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
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.
- Scale ([todo internal name (i)]) <float>
- Scale of the effect. 1 is the default size, 2 is twice that, etc.
Flags
- 1 : No small particles
- 2 : Start on
Inputs
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.
- 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.