func_combine_ball_spawner

From Valve Developer Community

Jump to: navigation, search


Contents

Entity Description

A volumetric trigger that creates combine balls.

See the combine_ball_generator and combine_ballspawner prefabs for examples of uses.

Availability

This brush-based entity is available in: HL2. In code it is represented by class CFuncCombineBallSpawner, defined in hl2_dll\prop_combine_ball.cpp.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.
  • ballcount
<integer> This is how many balls will be bouncing around inside the spawner.
  • minspeed
<float> The minimum speed of balls that fly in the spawner.
  • maxspeed
<float> The maximum speed of balls that fly in the spawner.
  • ballradius
<float> The radius of the energy balls.
  • balltype
<choices>
Literal Value Description
0 Combine Energy Ball 1
1 Combine Energy Ball 2
2 Combine Energy Ball 3
  • ballrespawntime
<float> The energy balls' respawn time.

Flags

  • 4096 : Start Inactive
  • 8192 : Combine Power Supply
If set, combine balls will bounce in this entity's volume.

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.
  • Enable
  • Disable

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.
  • OnBallGrab

To do: Write what it does.

(activator is the prop_combine_ball)
  • OnBallHitBottomSide

To do: Write what it does.

(activator is the prop_combine_ball)
  • OnBallHitTopSide

To do: Write what it does.

(activator is the prop_combine_ball)
  • OnBallReinserted

To do: Write what it does.

(activator is the prop_combine_ball)
  • OnFirstBallReinserted

To do: Write what it does.

(activator is the prop_combine_ball)
Personal tools