gibshooter

From Valve Developer Community

Jump to: navigation, search

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>
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.
  • Shoot
Force the gibshooter to create and shoot a gib.

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.
Personal tools