Gibshooter
From Valve Developer Community
This point-based entity is available in all Source games.
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Entity Description
An entity that shoots out gibs. Style of body part depends on language type.[edit]
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> 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%
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Flags
- 1 : Repeatable
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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

