Env tilt: Difference between revisions

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(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

Template:Base point

Entity description

It is an entity to control screen tilt on players.

Todo: Add a better description
Icon-Bug.pngBug:Left 4 Dead 2 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 ?]

{{bug|Counter-Strike: Global Offensive 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.
Tilt time (seconds) ([todo internal name (i)]) <float>
How long it takes to reach full tilt.
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.
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 <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