gibshooter
From Valve Developer Community
This is a point entity available in all Source games.
Contents |
Entity Description
An entity that shoots out gibs. Style of body part depends on language type.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.
- angles
- <angles> The direction the gibs will fly.
- m_iGibs
- <integer> Total number of gibs to shoot each time it's activated.
- delay
- <float> Delay, in seconds, between shooting each gib. If 0, all gibs shoot at once.
- gibangles
- <angles> The angular orientation of the spawned gibs.
- m_flVelocity
- <float> Speed of the fired gibs
- m_flVariance
- <float> How much variance in the direction gibs are fired.
- m_flGibLife
- <float> Time in seconds for gibs to live, +/- 5%
Flags
- 1 : Repeatable
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; 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.
- Shoot
- Force the gibshooter to create and shoot a gib.
Outputs
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.

