Prop monster box

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Revision as of 04:56, 2 June 2012 by Nacimota (talk | contribs) (→‎Keyvalues: added keyvalue from FGD)
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In-game screenshot of a prop_monster_box.

Template:Portal2 point It is a "Frankenturret", the result of welding together two turrets and one weighted storage cube. While it can't attack, it can still move on its own under certain conditions.

Keyvalues

Start As Box ([todo internal name (i)]) <boolean>
Start as a Box.
Box Switch Speed ([todo internal name (i)]) <float>
Speed to force switch to a box.
Allow SilentDissolve input ([todo internal name (i)]) <boolean>
Allow the SilentDissolve input to dissolve this monster.
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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.

Flags

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Inputs

BecomeBox <stringRedirectInput/string>
Force the monster to stay as a box.
BecomeMonster
Allow the monster to come out when set down.
BecomeShortcircuit
Short circuit this box and don't allow him to move anymore.
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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

OnFizzled
Fired when the monster gets fizzled.
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