Env tilt: Difference between revisions
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Bug:
While this entity exists in Left 4 Dead 2, it is not fully implemented and will crash the game when the entity is activated. [todo tested in ?]
(L4D2 bug.) |
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{{bug|{{l4d2}} While this entity exists in Left 4 Dead 2, it is not fully implemented and will crash the game when the entity is activated.}} | {{bug|{{l4d2}} While this entity exists in Left 4 Dead 2, it is not fully implemented and will crash the game when the entity is activated.}} | ||
{{bug|{{csgo}} This entity doesn't work in Counter Strike: Global Offensive. | |||
== Keyvalues == | == Keyvalues == |
Revision as of 11:53, 22 July 2015
Entity description
It is an entity to control screen tilt on players.
Todo: Add a better description


{{bug| This entity doesn't work in Counter Strike: Global Offensive.
Keyvalues
- Effect Radius ([todo internal name (i)]) <float>
- The radius around this entity in which to affect players.
- Duration (seconds) ([todo internal name (i)]) <float>
- The length of time in which to tilt the player's screens.
- 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 : GlobalTilt
- 128 : Ease in/out
Inputs
- StartTilt
- Start the tilt.
- StopTilt
- Stop the tilt.
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.