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Updated VScript in Mapbase (markdown)
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@ -262,7 +262,7 @@ Base class for model-based entities. This class was already exposed to VScript,
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| *int* FindBodygroupByName(*string* name) | Finds a bodygroup by name |
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| *int* GetBodygroupCount() | Gets the number of models in a bodygroup |
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| *int* GetNumBodyGroups() | Gets the number of bodygroups |
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| *void* Dissolve(*string* material, *float* startTime, *bool* npcOnly, *int* dissolveType, *Vector* dissolverOrigin, *int* magnitude) | Dissolve. Use `"sprites/blueglow1.vmt"` for the default material, `0` for the default start time, `false` for `npcOnly` if you don't want it to check if the entity is a NPC first, `0` for the default dissolve type, `Vector(0,0,0)` for the default dissolver origin, and `0` for the default magnitude. |
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| *void* Dissolve(*string* material, *float* startTime, *bool* npcOnly, *int* dissolveType, *Vector* dissolverOrigin, *int* magnitude) | Dissolve. Use `""` for the default material, `Time()` for the default start time, `false` for `npcOnly` if you don't want it to check if the entity is a NPC first, `0` for the default dissolve type, `Vector(0,0,0)` for the default dissolver origin, and `0` for the default magnitude. |
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| *void* Ignite(*float* flameLifetime, *bool* NPCOnly, *float* size, *bool* CalledByLevelDesigner)| Ignite. "NPCOnly" only lets this fall through if the entity is a NPC and "CalledByLevelDesigner" determines whether to treat this like the `Ignite` input or just an internal ignition call. |
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| *void* Scorch(*int* rate, *int* floor) | Makes the entity darker from scorching |
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