prop_mapplaced_long_use_entity
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prop_mapplaced_long_use_entity is a model entity available in
Counter-Strike: Global Offensive.
A map placed entity which activates with long use.
Keyvalues
- Name (targetname) <string>
-
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
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.
CBaseAnimating:
- World Model (model) <model path>
- The model this entity should appear as. 128-character limit.
- Skin (skin) <integer>
-
Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip: Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale (modelscale) <float>
-
A multiplier for the size of the model.
Tip: In
Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup (body / SetBodyGroup) <integer>
-
Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note: If both bodyandSetBodyGroupare present (even if set to 0),bodywill be prioritized.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
-
Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
-
Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
-
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
-
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
prop_mapplaced_long_use_entity:
- Ping Type (pingtype) <integer choices>
- Use Type (longuseactiontype) <integer choices>
- Use Duration (longuseduration) <float>
- How long the player must use this item until pickup, must be positive
- Sound name (soundstartuse) <sound>
- Name of sound script empty to play when use begins, e.g. Player.PickupWeapon
Inputs
- SetParent <string>
- Changes the entity's parent in the movement hierarchy.
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
- SetParentAttachmentMaintainOffset <string>
- Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Outputs
prop_mapplaced_long_use_entity:
- OnUseCompleted
- Fired when a player finishes the long use.