prop_car_alarm
		
		
		
		
		
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Note:The Enable/Disable inputs will disable or enable the ability to trigger alarms. However, the prop_car_glass entity that goes along with this car will not be affected by this and needs to be disabled separately, by swapping it with a generic prop_dynamic using the default glass version for this car, which does not blink.
Tip:By default the alarm sounds for about 30 seconds, then fires the 
	
		
	
| CCarProp | 
prop_car_alarm  is a   model entity  available in ![]()
 Left 4 Dead series. This class is the same as prop_physics, but with special outputs used specifically for a car alarm, to be used with prop_car_glass for its glass.
This entity can sense people firing their weapons next to it and has outputs for that event. It will call a panic event the moment its assigned model is touched or damaged by Survivors, but then it will stop functioning like a car alarm and will effectively just be a prop_physics.
In 
 Left 4 Dead 2 there is a Prefab of this car, to be used as func_instance, in ![]()
sdk_content/mapsrc/instance/prop_car_alarm.vmf
OnCarAlarmEnd Output. You can make this time longer by instead using an OnCarAlarmStart output which fires a relay after X amount of seconds, which will then fire whatever outputs OnCarAlarmEnd was firing.Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- Start Disabled (StartDisabled) <boolean>
 - Stay dormant until activated (with the
Enableinput). 
- World Model (model) <model path>[ Edit ]
 - In-game 3D representation of the entity to display. This is the path to a MDL relative to the game's root directory. (128 character limit)
 
Inputs
EnableDisable:
- Enable / Disable
 - Enable/disable this entity from performing its task. It might also disappear from view.
 
- SurvivorStandingOnCar
 - Activates alarm. Automatically sent when Survivor stands on or damages the car
 
Outputs
- OnCarAlarmStart
 - !activator = !caller = this entity
Car alarm should go off 
- OnCarAlarmEnd
 - !activator = !caller = this entity
Car alarm has shut off 
- OnCarAlarmChirpStart
 - !activator = !caller = this entity
Warning chirp starts 
- OnCarAlarmChirpEnd
 - !activator = !caller = this entity
Warning chirp stopped 
ConVars
| Cvar/Command | Parameters or default value | Descriptor | Effect | 
|---|---|---|---|
| car_alarm_chirp_distance | 350 | ||
| car_alarm_chirp_duration | 1 | ||
| car_alarm_chirp_interval | 3 | ||
| car_alarm_distance | 750 | ||
| car_alarm_duration | 15 |