Prop car glass: Difference between revisions

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(-added info to description that probably needs better wording)
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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

C++ Class hierarchy
CCarGlassProp
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

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 or target).
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.

See Also