env_shake

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This is a point entity available in all Source games.

Contents

Entity description

An entity to control screen shake on players.

Availability

This point-based entity is available in: all Source games. In code it is represented by class CEnvShake, defined in EnvShake.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.
  • amplitude
<float> The amount of noise in the screen shake. Should be a range between 0 and 16.
  • radius
<float> The radius around this entity in which to affect players.
  • duration
<float> The length of time in which to shake the player's screens.
  • frequency
<float> The frequency used to apply the screen shake. Should be a value between 0 and 255, where 0.1 = jerk, and 255.0 = rumble.

Flags

  • 1 : Shake everywhere
  • 4 : In Air
Shakes objects even if they are not on the ground
  • 8 : Physics
Shakes physics
  • 16 : Ropes
Shakes ropes
  • 32 : No view
Don't shake view
  • 64 : No rumble controller (New with Left 4 Dead)
Don't shake rumble controller

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.
  • Amplitude <float>
Set the amplitude (0-16)
  • Frequency <float>
Set the frequency. Should be a value between 0 and 255, where 0.1 = jerk, and 255.0 = rumble.
  • StartShake
Start the shake.
  • StopShake
Stop the shake.

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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