Logic parent: Difference between revisions
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Note:Doesn't replace
Important:Can't set attachment point.
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{{CDA|CLogicParent|CLogicalEntity|CServerOnlyEntity|CBaseEntity|}} | {{CDA|CLogicParent|CLogicalEntity|CServerOnlyEntity|CBaseEntity|}} | ||
{{This is a|logical entity|name=logic_parent|game=Black Mesa|sprite=logic_auto.png}} This entity sets specified parent for specified entity via <code>ParentEntities</code> output. This entity also can teleport child to parent. | {{This is a|logical entity|name=logic_parent|game=Black Mesa|sprite=logic_auto.png}} This entity sets specified parent for specified entity via <code>ParentEntities</code> output. This entity also can teleport child to parent. Useful in some cases, for example, when you need to know, if a child has a parent or not. | ||
{{note|Doesn't replace <code>SetParent</code> input in this game.}} | |||
==Flags== | ==Flags== | ||
{{fl|1|Remove on fire|Removes this entity when <code>OnFired</code> output is fired.}} | {{fl|1|Remove on fire|Removes this entity when <code>OnFired</code> output is fired.}} | ||
{{fl|2|Teleport child to parent|Teleports child to parent [[origin]]. If unchecked, child will save initial position.}} | {{fl|2|Teleport child to parent|Teleports child to parent's [[origin]]. If unchecked, child will save initial position before the input.}} | ||
== Inputs == | == Inputs == | ||
{{I|ParentEntities|param=string|Sets specified parent for specified object. Can't set [[attachment]] point. | {{I|ParentEntities|param=string|Sets specified parent for specified object. The syntax is: ''ParentName ChildName''. | ||
{{important|Can't set [[attachment]] point.}} | |||
}} | |||
== Outputs == | == Outputs == | ||
{{O|OnFired|param=void|Fired when <code>ParentEntities</code> is successfully fired.}} | {{O|OnFired|param=void|Fired when <code>ParentEntities</code> is successfully fired.}} | ||
Latest revision as of 09:46, 8 July 2025
| CLogicParent |

logic_parent is a logical entity available in
Black Mesa. This entity sets specified parent for specified entity via ParentEntities output. This entity also can teleport child to parent. Useful in some cases, for example, when you need to know, if a child has a parent or not.
SetParent input in this game.Flags
- Remove on fire : [1]
- Removes this entity when
OnFiredoutput is fired.
- Teleport child to parent : [2]
- Teleports child to parent's origin. If unchecked, child will save initial position before the input.
Inputs
- ParentEntities <string>
- Sets specified parent for specified object. The syntax is: ParentName ChildName.
Outputs
- OnFired <void>
- Fired when
ParentEntitiesis successfully fired.