Prop rocket tripwire

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Revision as of 11:40, 15 May 2011 by Barracuda (talk | contribs) (Created page with 'thumb|In-game screenshot of a prop_rocket_tripwire. {{ent not in fgd}} {{portal2 point|prop_rocket_tripwire}} ==Entity description== Rocket t…')
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In-game screenshot of a prop_rocket_tripwire.
Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

Template:Portal2 point

Entity description

Rocket trip wire. An unfinished entity from the development stage of Portal 2.

It fires rockets in a straight line to the direction it is looking when the player, an NPC or a physical prop is visible. It uses the model of Portal's npc_rocket_turret (which is broken in Portal 2), but behaves much different and doesn't use any of its animations.

FGD Code

@PointClass base(Targetname, Parentname, Angles) studio("models/props/tripwire_turret.mdl") = prop_rocket_tripwire :
"Rocket trip wire"
[
	RocketSpeed(float) : "Rocket speed" : "400.00" : "Speed of fired rockets in units/s."
	RocketLifetime(float) : "Rocket lifetime" : "15.00" : "Maximum flying time of a rocket in seconds."

	input  EnableTripwire(void) : "Enable trip wire."
	input  DisableTripwire(void) : "Disable trip wire."
	input  ForceFire(void) : "Trip the trip wire."
	
	output OnTripped(void) : "Triggered when the trip wire is tripped."
	output OnRocketExplode(void) : "Triggered when the trip wire rocket is exploded."
]

Keyvalues

Rocket speed ([todo internal name (i)]) <float>
Speed of fired rockets in units/s.
Rocket lifetime ([todo internal name (i)]) <float>
Maximum flying time of a rocket in seconds.
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.

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.

Outputs

OnTripped
Triggered when the trip wire is tripped.
OnRocketExplode
Triggered when the trip wire rocket is exploded.