env_shooter
From Valve Developer Community
This is a point entity available in all Source games.
Contents |
Entity description
An entity that shoots gibs out of its origin. These gibs can be either models or sprites.Availability
This point-based entity is available in: all Source games.
In code it is represented by class CEnvShooter, defined in effects.cpp.
Keyvalues
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Parentname:
- Parent
<targetname> - Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
- angles
- <angles> Gib Direction (Pitch Yaw Roll) - The direction the gibs will fly.
- m_iGibs
- <integer> Number of Gibs - Total number of gibs to shoot each time it's activated.
- delay
- <float> Delay between shots - Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once.
- gibangles
- <angles> Gib Angles (Pitch Yaw Roll) - The orientation of the spawned gibs.
- m_flVelocity
- <float> Gib Velocity - Speed of the fired gibs.
- m_flVariance
- <float> Course Variance - How much variance in the direction gibs are fired.
- m_flGibLife
- <float> Gib Life - Time in seconds for gibs to live +/- 5%.
- lightingorigin
- <target_destination> Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.
-
RenderFields:
- Render Mode
<choices> - Set a non-standard rendering mode on this entity. See Render Modes for details.
- FX Amount (0 - 255)
<int> - Intensity of the selected render mode.
- FX Color (R G B)
<color255> - Color used by the selected render mode (if applicable).
- Disable Receiving Shadows
<bool> - Prevents the entity from receiving shadows.
To do: RTT and/or shadow map?
RenderFXChoices:
- Render FX
<choices> - Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.
- disablereceiveshadows
- <boolean> Disable Receiving Shadows
- shootmodel
- <studio> Model - Thing to shoot out. Can be a .mdl (model) or a .vmt (material/sprite).
- shootsounds
- <choices> Material Sound
Literal value Description -1 None 0 Glass 1 Wood 2 Metal 3 Flesh 4 Concrete
- simulation
- <choices> Simulate
Literal value Description 0 Point 1 Physics 2 Ragdoll
- skin
- <integer> Gib Skin - Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter.
- gibanglevelocity
- <angle> Max angular velocity
- How fast (degrees/sec) the gib pieces should spin. They will spin on x and y axis at between 10% and 100% of this speed.
- lightingorigin
- <target_destination> Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.
- nogibshadows
- <boolean> If set, shadows from gibs are disabled
- gibgravityscale
- <float> Gib gravity scale. This field allows you to scale gravity so that gibs fall faster, slower, or not at all.
Note:This functionality only works for point-based gibs.
Flags
- 1 : Repeatable
- 2 : On fire
- 4 : strict remove after lifetime
Inputs
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
Parentname:
-
SetParent <targetname> - Move with this entity. See Entity Hierarchy (parenting).
-
SetParentAttachment <string> - Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
-
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 its current movement hierarchy.
- Shoot
- Force the gibshooter to create and shoot a gib.
Outputs
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.

