Env citadel energy core

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Revision as of 05:35, 13 June 2011 by Dmx6 (talk | contribs) (Added title)
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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 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.
  • 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 <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.
  • 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.

Outputs