Asw weapon jump jet: Difference between revisions
Jump to navigation
Jump to search

(Cleanup) |
Kestrelguy (talk | contribs) m (added language bar.) |
||
Line 1: | Line 1: | ||
{{as point|asw_weapon_jump_jet}} | {{lang|{{PAGENAME}}}} | ||
{{as point|asw_weapon_jump_jet}} It is used to spawn jump jets. | |||
== Keyvalues == | == Keyvalues == | ||
{{KV | {{KV BaseEntity|l42=1}} | ||
{{KV BaseFadeProp}} | |||
{{KV Shadow|prep2=1}} | |||
{{KV | |||
{{KV| | |||
== Flags == | == Flags == | ||
{{fl|1|Start Constrained|{{todo|Find out how this constrains the entity.}}}} | |||
{{fl|2|Deny player pickup (reserve for NPC)|If set, denies use except by NPCs.}} | |||
{{fl|4|Not puntable by gravity gun.|If set, gravity gun can not punt this entity.}} | |||
== Inputs == | == Inputs == | ||
{{I | {{I BaseEntity}} | ||
{{I Shadow|prep2=1}} | |||
{{ | |||
== Outputs == | == Outputs == | ||
{{IO|OnCacheInteraction|Fires when the player "proves" they've found this weapon. Fires on Player touch, {{ent|+use}}, Physcannon pickup, or Physcannon punt.}} | |||
{{IO|OnPlayerPickup|Fired when the player picks up this entity.}} | |||
{{IO|OnCacheInteraction||}} | {{IO|OnNpcPickup|Fired when an NPC picks up this entity.}} | ||
{{IO|OnPlayerUse|Fired when the player uses this entity.}} | |||
{{IO|OnPlayerPickup|Fired when the player picks up this entity. | {{O BaseEntity}} | ||
{{IO|OnNpcPickup|Fired when | |||
{{IO|OnPlayerUse|Fired when the player uses this entity. |
Revision as of 09:35, 21 May 2022


Template:As point It is used to spawn jump jets.
Keyvalues
BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Flags
- Start Constrained : [1]
- Todo: Find out how this constrains the entity.
- Deny player pickup (reserve for NPC) : [2]
- If set, denies use except by NPCs.
- Not puntable by gravity gun. : [4]
- If set, gravity gun can not punt this entity.
Inputs
Shadow:
- DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying EF_NOSHADOW.
- EnableShadow
- Turn dynamic shadows on for this entity.
Outputs
- OnCacheInteraction
- Fires when the player "proves" they've found this weapon. Fires on Player touch, +use, Physcannon pickup, or Physcannon punt.
- OnPlayerPickup
- Fired when the player picks up this entity.
- OnNpcPickup
- Fired when an NPC picks up this entity.
- OnPlayerUse
- Fired when the player uses this entity.