Prop fuel barrel
Jump to navigation
Jump to search
Template:L4d series point This is a special destructible physics prop that blows up in several stages when shot.
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
- 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.
Template:Kv studiomodel BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
- Base Piece
<studio>
- Base Piece
- Flying Piece 1 to Flying Piece 4
<studio>
- Flying Piece 1 to Flying Piece 4
- Detonation Particles
<string>
- Detonation Particles
- Flying Piece Particles
<string>
- Flying Piece Particles
- Sound played when the object explodes
<sound>
- Sound played when the object explodes
Flags
- 1: Start Asleep
Inputs
Studiomodel:
Outputs
- OnIgnite
- Fired when this object catches fire.