cycler
is a point entity available in all Source games.
It is used to display a model for testing purposes. Shooting it will cycle through the model's animations.
Keyvalues
Targetname:
Angles:
- Pitch Yaw Roll (Y Z X)
(angles)
<angle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Render FX
(renderfx)
<choices>
- Various somewhat legacy alpha effects.
Render Effects
- 0: None
- 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
- 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
- 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
- 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
- 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since ) Fades out over 4 s)
- 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since ) Fades out over 1 s)
- 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since ) Fades in over 4 s)
- 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since ) Fades in over 1 s)
- 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
- 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
- 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
- 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
- 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
- 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in )
- 15: Distort (causes unnatural flickering and position shifting)/(in all games since ) Fade Out (instant; not very useful outside of code)
- 16: Hologram (Distort + "distance fade")/(in all games since ) Fade In (instant; not very useful outside of code)
- 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in )/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since )
Confirm:which branches/games is it available in, and where does it do what?
- 18: Glow Shell (purpose unclear) (in all games since ) (not in )
Confirm:what does this do? and which games is it in?
- 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in )
- 20: Environmental Rain ("for environmental rendermode, make rain") (in ) (not in )
Confirm:which games? may be nonfunctional.
- 21: Environmental Snow ("for environmental rendermode, make snow") (in ) (not in )
Confirm:which games? may be nonfunctional.
- 22: Spotlight FX ("TEST CODE for experimental spotlight") (in ) (not in )
- 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in ) (not in )
Confirm:which games? may be nonfunctional?
- 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in ) (not in )
- 25:
kRenderFXMax /Fade Near (removed since ) (not in )
Todo: what does this do? may be nonfunctional
|
RenderFields:
- Render Mode
(rendermode)
<choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- 0: Normal
- 1: Color
- 2: Texture
- 3: Glow
- 4: Solid/Alphatest
- 5: Additive
- 6: Removed, does nothing
- 7: Additive Fractional Frame
- 8: Alpha Add
- 9: World Space Glow
- 10: Don't Render
|
- Render FX
(renderfx)
<choices>
- Various somewhat legacy alpha effects.
Render Effects
- 0: None
- 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
- 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
- 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
- 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
- 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since ) Fades out over 4 s)
- 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since ) Fades out over 1 s)
- 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since ) Fades in over 4 s)
- 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since ) Fades in over 1 s)
- 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
- 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
- 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
- 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
- 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
- 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in )
- 15: Distort (causes unnatural flickering and position shifting)/(in all games since ) Fade Out (instant; not very useful outside of code)
- 16: Hologram (Distort + "distance fade")/(in all games since ) Fade In (instant; not very useful outside of code)
- 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in )/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since )
Confirm:which branches/games is it available in, and where does it do what?
- 18: Glow Shell (purpose unclear) (in all games since ) (not in )
Confirm:what does this do? and which games is it in?
- 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in )
- 20: Environmental Rain ("for environmental rendermode, make rain") (in ) (not in )
Confirm:which games? may be nonfunctional.
- 21: Environmental Snow ("for environmental rendermode, make snow") (in ) (not in )
Confirm:which games? may be nonfunctional.
- 22: Spotlight FX ("TEST CODE for experimental spotlight") (in ) (not in )
- 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in ) (not in )
Confirm:which games? may be nonfunctional?
- 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in ) (not in )
- 25:
kRenderFXMax /Fade Near (removed since ) (not in )
Todo: what does this do? may be nonfunctional
|
- Render FX / Transparency (0 - 255)
(renderamt)
<integer>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255>
- Color tint.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean>
- Prevent the entity from receiving shadows on itself.
- Model
(???)
<model path>
- Model file.
- Sequence
(???)
<integer>
- Default animation sequence for the model to be playing after spawning.
- Skin
(???)
<integer>
- Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.
Flags
Inputs
SetSequence
<string>
- Sets the cycler's sequence.
RenderFields:
Alpha
<integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than 0
.
Color
<color255>
- Sets an RGB color for the entity.
See also