Env airstrike outdoors: Difference between revisions

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m (Add internal names of the keyval keys)
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== Keyvalues ==
== Keyvalues ==
{{KV|Model|studio|Model name}}
{{KV|Model|intn=model|studio|Model name}}
{{KV|Animation group|target_destination|Targetname of one or multiple dynamic_props to choreograph along with our sequence.}}
{{KV|Animation group|intn=modelgroup|target_destination|Targetname of one or multiple dynamic_props to choreograph along with our sequence.}}
{{KV|Random sequence 1|string|Sequence for the model to play when the effect begins.}}
{{KV|Random sequence 1|intn=sequence1|string|Sequence for the model to play when the effect begins.}}
{{KV|Random sequence 2|string|Sequence for the model to play when the effect begins.}}
{{KV|Random sequence 2|intn=sequence2|string|Sequence for the model to play when the effect begins.}}
{{KV Targetname}}
{{KV Targetname}}
{{KV Angles}}
{{KV Angles}}

Revision as of 07:52, 17 March 2021

Template:L4d2 point It simulates an airstrike effect for outdoors (exploding roof, ground).

Keyvalues

Model (model) <model path>
Model name
Animation group (modelgroup) <targetname>
Targetname of one or multiple dynamic_props to choreograph along with our sequence.
Random sequence 1 (sequence1) <string>
Sequence for the model to play when the effect begins.
Random sequence 2 (sequence2) <string>
Sequence for the model to play when the effect begins.
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

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.
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.

Inputs

DoEffect
Do the effect one time


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