Keyframe rope: Difference between revisions
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Tip:Holding ⇧ Shift while moving a properly named keyframe_rope will create a new keyframe_rope entity that is automatically connected to the previous keyframe. Also, deleting a keyframe_rope within a connected series will update the other entities to re-connect to the next entity in the series.
Note:In
and
, this entity will automatically have festive lights applied to its model during the winter holiday season. These lights are purely cosmetic and do not emit light.
Note:This is only in the FGD for move_rope, but is functional on both entities.
Kestrelguy (talk | contribs) (added note about Christmas lights in TF2's Smissmas events.) |
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{{base point|keyframe_rope}} It is a node entity that marks a point in a rope. Typically, the first node in the rope is a [[move_rope]] entity, followed by 1 or more keyframe_ropes. However, the two are identical in code and freely interchangeable. | {{base point|keyframe_rope}} It is a node entity that marks a point in a rope. Typically, the first node in the rope is a [[move_rope]] entity, followed by 1 or more keyframe_ropes. However, the two are identical in code and freely interchangeable. | ||
{{tip|Holding {{key|Shift}} while moving a properly named keyframe_rope will create a new keyframe_rope entity that is automatically connected to the previous keyframe. Also, deleting a keyframe_rope within a connected series will update the other entities to re-connect to the next entity in the series.}} | {{tip|Holding {{key|Shift}} while moving a properly named keyframe_rope will create a new keyframe_rope entity that is automatically connected to the previous keyframe. Also, deleting a keyframe_rope within a connected series will update the other entities to re-connect to the next entity in the series.}} | ||
{{note|In {{ | {{note|In {{tf2}} and {{csgo}}, this entity will automatically have festive lights applied to its model during the winter holiday season. These lights are purely cosmetic and do not emit [[Lighting|light]]. {{Todo|Is there a way to force/prevent this behavior? What about replicating it in other games?}}}} | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 11:49, 3 January 2022
Template:Base point It is a node entity that marks a point in a rope. Typically, the first node in the rope is a move_rope entity, followed by 1 or more keyframe_ropes. However, the two are identical in code and freely interchangeable.




Todo: Is there a way to force/prevent this behavior? What about replicating it in other games?
Keyvalues
- Position Interpolator ([todo internal name (i)]) <choices> !FGD
- Curve Type. Currently only type 2 (Rope) is fully supported.
- 0 : Linear
- 1 : Catmull-Rom Spline
- 2 : Rope

- UseWind ([todo internal name (i)]) <boolean> (in all games since
) !FGD
- When set to yes, the rope sways with the settings specified in the env_wind entity. Replaces "Disable Wind" in games post Alien Swarm.
- 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.
Warning:In
, parenting this entity to another can break your map.
KeyFrame:
- Next KeyFrame (NextKey) <targetname>
- Name of the next keyframe along this keyframe path.
- Speed (units per second) (MoveSpeed) <integer>
- KeyFrame moving speed.
Flags
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.