Env shake

From Valve Developer Community

This point-based entity is available in all Source games.

Table of 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 (http://doxygen.page.needed/class_c_env_shake.html), defined in EnvShake.cpp (http://doxygen.page.needed/_env_shake_8cpp-source.html).

Keyvalues

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.
Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities 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 [Episode One Update]
Don't shake view

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.
Changes the entity's parent in the movement hierarchy.
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.
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.
  • 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

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator