Prop car alarm: Difference between revisions

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== See also ==
== See also ==
* [[prop_physics]]
* [[prop_physics]]
[[Category:Prop entities]]

Revision as of 07:51, 1 September 2024

C++ Class hierarchy
CCarProp
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

prop_car_alarm is a point entity available in Left 4 Dead seriesLeft 4 Dead series 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 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"

Note.pngNote: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.pngTip:By default the alarm sounds for about 30 seconds, then fires the 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 or target).
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 theEnableinput).

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

See also