Prop fuel barrel

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Revision as of 09:24, 31 October 2010 by ThaiGrocer (talk | contribs) (Created page with '{{l4d series point|prop_fuel_barrel}} This is a special destructible physics prop that blows up in several stages when shot. ==Keyvalues== {{KV Targetname}} {{KV Angles}} {{Kv s…')
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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 or target).
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 Source 2006), 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>
  • Flying Piece 1 to Flying Piece 4 <studio>
  • Flying Piece Particles <string>
  • Sound played when the object explodes <sound>

Flags

  • 1: Start Asleep

Inputs

Studiomodel:
Skin <int>
Changes the model's skin to the specified number.
EnableShadow
DisableShadow
Control the model's cheap render-to-texture shadow.
AlternativeSorting <bool> (in all games since Half-Life 2: Episode One)
Used to attempt to fix sorting problems when rendering.
Todo: What is the effect?


Outputs

  • OnIgnite
Fired when this object catches fire.

See also

External links