Prop monster box: Difference between revisions

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(→‎Keyvalues: added keyvalue from FGD)
(→‎Inputs: added inputs from FGD)
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{{IO|BecomeMonster|Allow the monster to come out when set down.}}
{{IO|BecomeMonster|Allow the monster to come out when set down.}}
{{IO|BecomeShortcircuit|Short circuit this box and don't allow him to move anymore.}}
{{IO|BecomeShortcircuit|Short circuit this box and don't allow him to move anymore.}}
{{IO|Dissolve|Dissolves the monster.}}
{{IO|SilentDissolve|Kills the monster box and fires its OnFizzled output.}}
{{I BasePropPhysics}}
{{I BasePropPhysics}}
{{I Parentname}}
{{I Parentname}}

Revision as of 04:59, 2 June 2012

In-game screenshot of a prop_monster_box.

Template:Portal2 point It is a "Frankenturret", the result of welding together two turrets and one weighted storage cube. While it can't attack, it can still move on its own under certain conditions.

Keyvalues

Start As Box ([todo internal name (i)]) <boolean>
Start as a Box.
Box Switch Speed ([todo internal name (i)]) <float>
Speed to force switch to a box.
Allow SilentDissolve input ([todo internal name (i)]) <boolean>
Allow the SilentDissolve input to dissolve this monster.
Note.pngNote:Page left for viewable history, content moved to prop_physics
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

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Inputs

BecomeBox <stringRedirectInput/string>
Force the monster to stay as a box.
BecomeMonster
Allow the monster to come out when set down.
BecomeShortcircuit
Short circuit this box and don't allow him to move anymore.
Dissolve
Dissolves the monster.
SilentDissolve
Kills the monster box and fires its OnFizzled output.
Note.pngNote:Page left for viewable history, content moved to prop_physics
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

OnFizzled
Fired when the monster gets fizzled.
Note.pngNote:Page left for viewable history, content moved to prop_physics