Prop monster box: Difference between revisions
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Bug:If painted, Frankenturrets will not bounce around, slide or otherwise be affected by the gel. Players and other physics objects can be launched by bounce-gelled Frankenturrets. [todo tested in ?]
Bug:Due to limitations of the viewmodel grabbing system, picking up frankenturrets in co-op causes them to freeze in a default pose and lose all their face plates. They return to normal when dropped. [todo tested in ?]
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
TeamSpen210 (talk | contribs) (Frankenturrets not monsters, plus info on painting them.) |
(add some missing bugs) |
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It is a "Frankenturret", the result of welding together two [[npc_portal_turret_floor|turrets]] and one weighted storage cube. While it can't attack, it can still move on its own under certain conditions. When they press floor buttons, they will switch into the box state. | It is a "Frankenturret", the result of welding together two [[npc_portal_turret_floor|turrets]] and one weighted storage cube. While it can't attack, it can still move on its own under certain conditions. When they press floor buttons, they will switch into the box state. | ||
{{bug|If painted, Frankenturrets will not bounce around, slide or otherwise be affected by the gel. Players and other physics objects can be launched by bounce-gelled Frankenturrets.}} | {{bug|If painted, Frankenturrets will not bounce around, slide or otherwise be affected by the gel. Players and other physics objects can be launched by bounce-gelled Frankenturrets.}} | ||
{{bug|Due to limitations of the viewmodel grabbing system, picking up frankenturrets in co-op causes them to freeze in a default pose and lose all their face plates. They return to normal when dropped.}} | |||
==Keyvalues== | ==Keyvalues== | ||
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{{IO|BecomeMonster|Allow the Turrets to come out when set down.}} | {{IO|BecomeMonster|Allow the Turrets to come out when set down.}} | ||
{{IO|BecomeShortcircuit|Short circuit this Frankenturret, forcing it into the cube state and playing spark particle effects.}} | {{IO|BecomeShortcircuit|Short circuit this Frankenturret, forcing it into the cube state and playing spark particle effects.}} | ||
:{{bug|In singleplayer, this forces the player to drop the object they are currently holding, even if that object is not the frankenturret itself}} | |||
{{IO|Dissolve|Dissolves the Frankenturret.}} | {{IO|Dissolve|Dissolves the Frankenturret.}} | ||
{{IO|SilentDissolve|Kills the Frankenturret and fires its OnFizzled output.}} | {{IO|SilentDissolve|Kills the Frankenturret and fires its OnFizzled output.}} |
Revision as of 04:31, 6 November 2023
Entity description
It is a "Frankenturret", the result of welding together two turrets and one weighted storage cube. While it can't attack, it can still move on its own under certain conditions. When they press floor buttons, they will switch into the box state.


Keyvalues
- Allow SilentDissolve input ([todo internal name (i)]) <boolean>
- Allow the SilentDissolve input to dissolve this monster.

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.
Flags

Inputs
- BecomeBox
- Force the Frankenturret to become a cube.
- BecomeMonster
- Allow the Turrets to come out when set down.
- BecomeShortcircuit
- Short circuit this Frankenturret, forcing it into the cube state and playing spark particle effects.
Bug:In singleplayer, this forces the player to drop the object they are currently holding, even if that object is not the frankenturret itself [todo tested in ?]
- Dissolve
- Dissolves the Frankenturret.
- SilentDissolve
- Kills the Frankenturret and fires its OnFizzled output.

Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Outputs
- OnFizzled
- Fired when the Frankenturret gets fizzled.
