Prop glowing object: Difference between revisions
		
		
		
		
		
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m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)  | 
				 (-added class hierarchy, intn, see also)  | 
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{{CD|CPropGlowingObject}}  | |||
{{this is a|point entity|game=Left 4 Dead|name=prop_glowing_object}} It is a dynamic prop that can glow through walls.  | {{this is a|point entity|game=Left 4 Dead|name=prop_glowing_object}} It is a dynamic prop that can glow through walls.  | ||
This entity is similar to the prop_dynamic glow options inside L4D2, however it is much more limited in comparison.  | This entity is similar to the prop_dynamic glow options inside L4D2, however it is much more limited in comparison.  | ||
== Keyvalues ==  | == Keyvalues ==  | ||
{{KV|Start Glowing|boolean|Whether this object glows when the map starts}}  | {{KV Targetname}}  | ||
{{KV|Glow For Team|choices|Team(s) this entity should glow for}}  | {{KV|Start Glowing|intn=StartGlowing|boolean|Whether this object glows when the map starts}}  | ||
{{KV|Glow For Team|intn=GlowForTeam|choices|Team(s) this entity should glow for}}  | |||
:* -1 : Everyone  | :* -1 : Everyone  | ||
:* 2 : Survivors  | :* 2 : Survivors  | ||
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{{IO|StartGlowing|Turns on glowing for this object}}  | {{IO|StartGlowing|Turns on glowing for this object}}  | ||
{{IO|StopGlowing|Turns off glowing for this object}}  | {{IO|StopGlowing|Turns off glowing for this object}}  | ||
== See Also ==  | |||
* {{ent|prop_dynamic}}  | |||
Revision as of 15:19, 27 June 2024
| CPropGlowingObject | 
prop_glowing_object  is a   point entity  available in 
 Left 4 Dead. It is a dynamic prop that can glow through walls.
This entity is similar to the prop_dynamic glow options inside L4D2, however it is much more limited in comparison.
Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- Start Glowing (StartGlowing) <boolean>
 - Whether this object glows when the map starts
 
- Glow For Team (GlowForTeam) <choices>
 - Team(s) this entity should glow for
- -1 : Everyone
 - 2 : Survivors
 - 3 : Infected
 
 
Inputs
- StartGlowing
 - Turns on glowing for this object
 
- StopGlowing
 - Turns off glowing for this object