Info projecteddecal: 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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{{CD|CProjectedDecal|file1=world.cpp}} | {{CD|CProjectedDecal|file1=world.cpp}} | ||
{{this is a|e0|name=info_projecteddecal}} It projects a dynamic [[decal]] (same type of decal as bullet holes, blood splatter etc.) onto anything capable of receiving one. If it has no target name then the decal will be applied as soon as the map loads; otherwise it will wait for the '''Activate''' input. | {{this is a|e0|name=info_projecteddecal}} It projects a dynamic [[decal]] (same type of decal as bullet holes, blood splatter etc.) onto anything capable of receiving one. If it has no target name then the decal will be applied as soon as the map loads; otherwise it will wait for the '''Activate''' input. | ||
{{PreservedEnt}} | {{PreservedEnt|info_projecteddecal}} | ||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|texture|intn=texture|decal|The image to apply as a decal. }} | {{KV|texture|intn=texture|decal|The image to apply as a decal. }} | ||
{{KV|Distance|intn=Distance|float|Maximum distance from the origin to project the decal.}} | {{KV|Distance|intn=Distance|float|Maximum distance from the origin to project the decal.}} | ||
{{KV Angles}} | {{KV Angles}} | ||
== Inputs == | == Inputs == |
Revision as of 19:46, 8 February 2024
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CProjectedDecal |
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info_projecteddecal
is an e0 available in all Source games. It projects a dynamic decal (same type of decal as bullet holes, blood splatter etc.) onto anything capable of receiving one. If it has no target name then the decal will be applied as soon as the map loads; otherwise it will wait for the Activate input.







If the game has round restart mechanics this entity may not behave as expected:
|
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
- texture (texture) <decal>
- The image to apply as a decal.
- Distance (Distance) <float>
- Maximum distance from the origin to project the decal.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Inputs
- Activate
- Force the decal to apply itself to the world and removes itself.