Env citadel energy core
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Template:Wrongtitle Template:Point ent
Entity Description
Special effect for the energy cores[Clarify] in citadel.
Availability
Template:In game Template:Game In code it is represented by class CCitadelEnergyCore, defined in hl2_dll\citadel_effects.cpp.
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
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.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- scale
- <float> Scale of the effect. 1 is the default size, 2 is twice that, etc.
Flags
- 1 : No small particles
- 2 : Start on
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.
- StartCharge <float>
- Start charging the core over specified number of seconds.
- StartDischarge
- Start discharging the core over specified number of seconds.
- Stop <float>
- Stops the effect at any point.