Env rotorshooter
From Valve Developer Community
This point-based entity is available in all Source games.
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Entity Description
An entity that creates gibs when it's within the influence of a helicopter's rotor wash. (Is probably used for stirring up dust sprites from beneath a helicopter.)
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- parentname <target_destination>
- Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities 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.
- renderfx
- <choices>
Literal Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade) 17 Scale up 22 Spotlight FX 23 Cull By Distance (TEST) 24 Fade Wider Pulse
- rendermode
- <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
Literal Value Render Mode Description (Click for more info.) 0 Normal Default rendering. 1 Color Obsolete. 2 Texture Plain opacity. 3 Glow No Z buffer checks. Fixed size on screen. 4 Solid / Alphatest Obsolete. (Use alphatest capabilities in materials instead.) 5 Additive Obsolete. Add this entity's color to what's behind it. 7 Additive Fractional Frame Obsolete? Blend between animation frames. 8 Alpha Add (Not in FGD.) Add alpha. 9 World Space Glow No Z buffer checks. Fixed size in world (as opposed to on screen). 10 Dont Render / None Don't render.
- renderamt
- <integer> FX Amount (0 - 255) - How opaque the entity will be rendered. (
0is fully transparent, while255is fully opaque). Will not work if the rendermode keyvalue is set to Normal or Dont Render.
- rendercolor
- <color255> FX Color - What color the entity will be rendered in (to the degree of the opacity set with renderamt).
- 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 [Episode One Update]
- <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 [Episode One Update]
- <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.
- rotortime
- <float> Time Under Rotor - The average time it has to be under the rotor before it shoots a gib.
- rotortimevariance
- <float> Time variance - The random amount to vary the time it has to be under the rotor before it shoots a gib.
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Flags
- 1 : Repeatable
- 2 : On fire
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Inputs
- Kill
- Removes this entity from the world.
- 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 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- SetParent <target_destination>
- Changes the entity's parent in the movement hierarchy.
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
- SetParentAttachmentMaintainOffset <string> [Episode One Update]
- Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
- Removes this entity from its current movement hierarchy.
- Shoot
- Force the gibshooter to create and shoot a gib.
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Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
