Prop car alarm: Difference between revisions
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Note:The Enable/Disable inputs will disable or enable the ability to trigger alarms. However, the prop_car_glass entity that goes along with this car will not be affected by this and needs to be disabled separately, by swapping it with a generic prop_dynamic using default glass version for this car, which does not blink.
Tip:By default the alarm sounds for about 30 seconds, then fires the
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{{this is a| | {{this is a|point entity|name=prop_car_alarm|game=Left 4 Dead series}} This class is the same as [[prop_physics]], but with special outputs used specifically for a car alarm, to be used with [[prop_car_glass]] for its glass.<br> | ||
This entity can sense people firing their weapons next to it and has outputs for that event. It will call a panic event the moment it's assigned model is touched or damaged, but then it will stop functioning like a car alarm and will effectively just be a [[prop_physics]] | This entity can sense people firing their weapons next to it and has outputs for that event. It will call a panic event the moment it's assigned model is touched or damaged, but then it will stop functioning like a car alarm and will effectively just be a [[prop_physics]] | ||
Revision as of 17:45, 17 May 2024
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CCarProp |
prop_car_alarm
is a point entity available in Left 4 Dead series. This class is the same as prop_physics, but with special outputs used specifically for a car alarm, to be used with prop_car_glass for its glass.
This entity can sense people firing their weapons next to it and has outputs for that event. It will call a panic event the moment it's assigned model is touched or damaged, but then it will stop functioning like a car alarm and will effectively just be a prop_physics
In Left 4 Dead 2 there is a Prefab of this car, to be used as func_instance in
"Left 4 Dead 2\sdk_content\mapsrc\instance\prop_car_alarm.vmf"


OnCarAlarmEnd
Output. You can make this time longer by instead using an OnCarAlarmStart
output which fires a relay after X amount of seconds, which will then fire whatever outputs OnCarAlarmEnd
was firing.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
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- SurvivorStandingOnCar
- Activates alarm. Automatically sent when survivor stands on the car
Outputs
- OnCarAlarmStart
- Car alarm should go off
- OnCarAlarmEnd
- Car alarm has shut off
- OnCarAlarmChirpStart
- Warning chirp starts
- OnCarAlarmChirpEnd
- Warning chirp stopped
ConVars
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
car_alarm_chirp_distance | 350 | ||
car_alarm_chirp_duration | 1 | ||
car_alarm_chirp_interval | 3 | ||
car_alarm_distance | 750 | ||
car_alarm_duration | 15 |