Prop exploding futbol spawner

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Revision as of 11:16, 15 May 2011 by Barracuda (talk | contribs) (Created page with 'thumb|In-game screenshot of a prop_exploding_futbol_spawner, holding a spawned [[prop_exploding_futbol.]] {{ent not in fgd}} {{portal…')
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In-game screenshot of a prop_exploding_futbol_spawner, holding a spawned prop_exploding_futbol.
Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

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Entity description

Dispenser for exploding futbols. This entity is unused in the released game, so it's most likely a remainder of the beta.

Icon-Bug.pngBug:Exploding futbols can't be picked up, so this dispenser is currently quite useless.  [todo tested in ?]

FGD Code

@PointClass base() studio("models/props/futbol_dispenser.mdl") = prop_exploding_futbol_spawner : "Dispenser for exploding futbols"
[
	input  ForceSpawn(void) : "Spawn a futbol."

	output OnFutbolSpawned(void) : "Triggered when the futbol has been spawned."
	output OnFutbolGrabbed(void) : "Triggered when the futbol has been grabbed."
	output OnFutbolReleased(void) : "Triggered when the futbol has been thrown away."
	output OnFutbolCaught(void)  : "Triggered when the futbol has been returned to this spawner."
]

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

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.

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once

Inputs

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.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Outputs

OnFutbolSpawned
Triggered when the futbol has been spawned.
OnFutbolGrabbed
Triggered when the futbol has been grabbed.
OnFutbolReleased
Triggered when the futbol has been thrown away.
OnFutbolCaught
Triggered when the futbol has been returned to this spawner.

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See also