Prop car glass: Difference between revisions
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{{CD|CCarGlassProp}} | {{CD|CCarGlassProp}} | ||
{{l4d series point|prop_car_glass}} This class is the same as [[prop_dynamic]], with a car alarm, to be used together with [[prop_car_alarm]]. | {{l4d series point|prop_car_glass}} This class is the same as [[prop_dynamic]], with a car alarm, to be used together with [[prop_car_alarm]]. Difference from simply using prop_dynamic is this forwards damage or player standing on it to the parented prop_car_alarm thus it can trigger it. | ||
== Keyvalues == | |||
{{KV Targetname}} | |||
{{KV Parentname}} | |||
== See Also == | == See Also == | ||
* [[prop_car_alarm]] | * [[prop_car_alarm]] |
Revision as of 18:54, 10 November 2022
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CCarGlassProp |
Template:L4d series point This class is the same as prop_dynamic, with a car alarm, to be used together with prop_car_alarm. Difference from simply using prop_dynamic is this forwards damage or player standing on it to the parented prop_car_alarm thus it can trigger it.
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
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.