Point flesh effect target: Difference between revisions

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m (removed {{DISPLAYTITLE}}, covered by the ep2 point template)
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.)
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{{ep2 point|point_flesh_effect_target}}
{{this is a|e0|game=ep2|name=point_flesh_effect_target}}


==Entity description==
==Entity description==

Revision as of 08:51, 7 January 2024

point_flesh_effect_target is an e0 available in Half-Life 2: Episode Two Half-Life 2: Episode Two.

Warning.pngWarning:
  • The {{{game}}} parameter is inconsistent with the name defined by the {{ep2}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Half-Life 2: Episode Two.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

Entity description

Used to create flesh interior effects - i.e. seeing under the skin - in conjunction with the $flesh shader parameter. Ep2's Alyx model is already set up to work with it. In Episode 2 this entity is parented to a Vortigaunts claws with "SetParentAttachment".

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.
Radius ([todo internal name (i)]) <float>
Radius of the effect when active.

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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.
SetRadius <vectorRedirectInput/Vector>
Sets a new radius and time to interpolate to it(as a vector <Size>

Outputs