Prop car alarm: Difference between revisions
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Note:The Enable/Disable inputs will disable or enable the ability to trigger alarms. However, the prop_car_glass entity that goes along with this car will not be affected by this and needs to be disabled separately, by swapping it with a generic prop_dynamic using default glass version for this car, which does not blink.
Tip:By default the alarm sounds for about 30 seconds, then fires the
(-added class hierarchy) |
(-added cvars, keeping only the most relevant kio) |
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==Keyvalues== | ==Keyvalues== | ||
{{KV | {{KV Targetname}} | ||
{{KV EnableDisable}} | {{KV EnableDisable}} | ||
== Inputs == | |||
==Inputs== | |||
{{I EnableDisable}} | {{I EnableDisable}} | ||
{{IO|SurvivorStandingOnCar|Activates alarm. Automatically sent when survivor stands on the car}} | |||
==Outputs== | ==Outputs== | ||
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{{IO|OnCarAlarmChirpStart|Warning chirp starts}} | {{IO|OnCarAlarmChirpStart|Warning chirp starts}} | ||
{{IO|OnCarAlarmChirpEnd|Warning chirp stopped}} | {{IO|OnCarAlarmChirpEnd|Warning chirp stopped}} | ||
== ConVars == | |||
<pre> | |||
car_alarm_chirp_distance : 350 : , "sv", "launcher" : | |||
car_alarm_chirp_duration : 1 : , "sv", "launcher" : | |||
car_alarm_chirp_interval : 3 : , "sv", "launcher" : | |||
car_alarm_distance : 750 : , "sv", "launcher" : | |||
car_alarm_duration : 15 : , "sv", "launcher" : | |||
</pre> |
Revision as of 18:12, 10 November 2022
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CCarProp |
prop_car_alarm
is a point entity available in the Left 4 Dead series. This class is the same as prop_physics, but with special outputs used specifically for a car alarm, to be used with prop_car_glass for its glass.
This entity can sense people firing their weapons next to it and has outputs for that event. It will call a panic event the moment it's assigned model is touched or damaged, but then it will stop functioning like a car alarm and will effectively just be a prop_physics
In Left 4 Dead 2 there is a Prefab of this car, to be used as func_instance in
"Left 4 Dead 2\sdk_content\mapsrc\instance\prop_car_alarm.vmf"


OnCarAlarmEnd
Output. You can make this time longer by instead using an OnCarAlarmStart
output which fires a relay after X amount of seconds, which will then fire whatever outputs OnCarAlarmEnd
was firing.Keyvalues
- 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
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- SurvivorStandingOnCar
- Activates alarm. Automatically sent when survivor stands on the car
Outputs
- OnCarAlarmStart
- Car alarm should go off
- OnCarAlarmEnd
- Car alarm has shut off
- OnCarAlarmChirpStart
- Warning chirp starts
- OnCarAlarmChirpEnd
- Warning chirp stopped
ConVars
car_alarm_chirp_distance : 350 : , "sv", "launcher" : car_alarm_chirp_duration : 1 : , "sv", "launcher" : car_alarm_chirp_interval : 3 : , "sv", "launcher" : car_alarm_distance : 750 : , "sv", "launcher" : car_alarm_duration : 15 : , "sv", "launcher" :