db_camera_collision

From Valve Developer Community
Jump to: navigation, search

db_camera_collision is a brush entity available in Dreamball Dreamball.

Entity Description

Prevents the camera (the player's screen) from clipping through. In laymen's terms, an invisible wall to the player's screen camera. Place these brush-based entities in places that the camera should not pass through. Can also be used as a VPhysics brush. See Creating Camera Collision.

Keyvalues

Defines the name that other entities refer to this entity by.

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.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Flags

  • Not solid
It is also possible for this entity to also be a VPhysics collision brush. Un-check this flag to enable it's collision. This does not effect you camera collision, this flag is solely based of real world collision, so for example the marble will collide with this brush.

Inputs


Parentname:
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <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 <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.
  • EnableDisable:
Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

See also