Talk:Npc barnacle (hlvr)
{{Lang}}
and {{Entity}}
are out of date templates, and you should use {{MultiPage}}
and {{This is a}}
instead.Working on it
{{Lang |
Adds the flags on the top right for language pages and adds this page to an appropriate language Category. For example, this page uses {{Lang .
| ||||
{{Distinguish |
Adds a note with a link to a page that this page should not be confused with. | ||||
{{entity|<entity class name>|type=<entity type>|game=<full game name>}}
|
Creates a first sentence with a link to the game.
Tip:If the entity is available in all Source games, don't use {{{game}}} . If available in multiple games, use {{{game1}}} (See the documentation of the template for details).Note:See the documentation of the template for the details of entity types.
|
Contents
Entity Description
The Barnacle from Half-Life: Alyx. A stationary enemy which hangs its tongue down to capture enemies and objects that make contact with the tongue. The barnacle retracts the object/entity upwards towards its origin and ‘bites’ to apply damage. The primary damage is inflicted at the body of the barnacle. This will detonate any explosive containers, potentially damaging nearby barnacles/entities including other explosive containers. If ammo/resin is caught, the barnacle will retain that until death.
FGDs (and by extension the Hammer properties window) are good sources for information on an entity's keyvalues, inputs, outputs, and flags, however FGDs often will not list everything available for an entity. Because of this, the wiki uses a mix of templates that roughly follow the engine's class hierarchy and ones that follow FGDs.
Also include Template:Code class:
Example {{Code class
|
CEntityClass|
entityfile}}Results
The entity's code class name can be found by searching LINK_ENTITY_TO_CLASS
in the CPP file defining it.
Dedicated Console Variables and Commands (omit if none exist)
Console variables and commands can be found by searching ConVar
and ConCommand
in the CPP file that defines the entity. Note a parameter if any exist.
- cvar_name
- Description.
- sk_barney_health <integer>
- Barney's spawn health.
Flags (omit if none exist)
For each flag, write one of the following.
{{Fl
|
<integer>|
<flag name>}}
{{Fl
|
<integer>|
<flag name>|
<description>}}
Which could look like this:
Flag Name : [Integer value]
- Description if necessary.
Start Silent : [16]
- The map will start without this sound playing. Enabled by default.
Keyvalues
Since every entity inherits CBaseEntity
, all entity pages should have Template:KV BaseEntity if not more. The only exceptions are internal entities, which are removed during the compiling of a map and cannot receive I/O and most base keyvalues. This all applies to inputs and outputs as well.
Individual keyvalues are defined with Template:KV.
- Keyvalue Name (non-SmartEdit name)
([todo internal name (i)])
<vartype> - A description of the keyvalue.
- Render Amount (renderamt)
([todo internal name (i)])
<integer> - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Inputs
Individual inputs (and outputs) are defined with Template:IO
InputName
<optional vartype>- A description of the input.
SetSpeed
<float>- Set the speed of the train, as a ratio of max speed [0, 1]
Outputs
OutputName
- A description of the output.
OnPressed
- Fired when the button is pressed.