Info target: Difference between revisions
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Important:This is a preserved entity in 





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If the game has round restart mechanics this entity may not behave as expected:
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{{ | {{lang|title=info_target}} | ||
{{infotable | {{infotable | ||
|info_target|img=[[File:Info_target.png]] | |info_target | ||
|img=[[File:Info_target.png]] | |||
|type=e0 | |type=e0 | ||
|engine=2 | |engine=2 | ||
|in=0 | |in=0 | ||
}} {{ | }} | ||
{{entity|info_target|type=e0}} It can be used by many different entities, and is a great generic target for any entity that needs to point, shoot, look at, or walk to a specific target. | |||
It is primarily used for a target for other entities, similar to an [[info_null]]. An info_null is preferable to use as a point at target for lights, because an info_null is removed on map spawn, whereas an info_target remains. This entity can be placed with the [[Commentary Editor]] for changing the players view angles & position during a commentary. | It is primarily used for a target for other entities, similar to an [[info_null]]. An info_null is preferable to use as a point at target for lights, because an info_null is removed on map spawn, whereas an info_target remains. This entity can be placed with the [[Commentary Editor]] for changing the players view angles & position during a commentary. |
Revision as of 01:47, 9 February 2023
info_target | |
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![]() | |
Type | Point entity |
Engine | ![]() |
Availability | In all games |
Template:Entity It can be used by many different entities, and is a great generic target for any entity that needs to point, shoot, look at, or walk to a specific target.
It is primarily used for a target for other entities, similar to an info_null. An info_null is preferable to use as a point at target for lights, because an info_null is removed on map spawn, whereas an info_target remains. This entity can be placed with the Commentary Editor for changing the players view angles & position during a commentary.








If the game has round restart mechanics this entity may not behave as expected:
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Keyvalues
Flags
- 1 : Transmit to client (respect PVS)
- 2 : Always transmit to client (ignore PVS) Template:L4D2 add Template:GMOD also