env_bubbles

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This is a brush entity available in all Source games.

Contents

Entity Description

An entity used to create a volume in which to spawn bubbles.

Availability

This brush-based entity is available in: all Source games.. In code it is represented by class CBubbling, 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.
  • density
<integer> Bubble Count in Volume
  • frequency
<integer> Bubble emission frequency, in bubbles per second.
  • current
<integer> The speed of the water current in the volume, in inches per second. Used to move the bubbles.

Flags

  • 1 : Start Off

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>
FireUser1 to FireUser4
Fire the OnUser outputs; 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.
  • Activate
Activates the bubbles.
  • Deactivate
Deactivates the bubbles.
  • Toggle
Toggles the bubbles on and off.
  • SetDensity <integer>
Sets the bubble density.
  • SetFrequency <integer>
Sets bubble emission rate in bubbles per second.
  • SetCurrent <integer>
Sets current speed in inches per second.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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