Env shake

From Valve Developer Community
Revision as of 09:38, 7 June 2011 by Barracuda (talk | contribs) (Cleanup)
Jump to navigation Jump to search

Template:Base point

Entity description

Env shake.png

An entity to control screen shake on players.

Availability

Template:In game Template:Game-base Template:In code

Keyvalues

Amplitude (0-16) ([todo internal name (i)]) <float>
The amount of noise in the screen shake. Should be a range between 0 and 16.
Effect Radius ([todo internal name (i)]) <float>
The radius around this entity in which to affect players.
Duration (seconds) ([todo internal name (i)]) <float>
The length of time in which to shake the player's screens.
Frequency ([todo internal name (i)]) <float>
The frequency used to apply the screen shake. Should be a value between 0 and 255, where 0.1 = jerk, and 255.0 = rumble.
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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Flags

  • 1 : GlobalShake
  • 4 : In Air
  • 8 : Physics
  • 16 : Ropes
  • 32 : DON'T shake view (for shaking ropes or physics only)
  • 64 : DON'T Rumble Controller

Inputs

Amplitude <stringRedirectInput/string>
Set the amplitude (0-16)
Frequency <stringRedirectInput/string>
Set the frequence. Should be a value between 0 and 255, where 0.1 = jerk, and 255.0 = rumble.
StartShake
Start the shake.
StopShake
Stop the shake.


Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs