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Cycler (GoldSrc): Difference between revisions

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{{this is a|point entity|name=cycler|engine=GoldSrc}} A simple entity that is used for displaying model animations. When it takes damage from any weapon, it will begin to loop the next animation sequence of it's model.
{{this is a|point entity|name=cycler|engine=GoldSrc}} A simple entity that is used for displaying model animations. When it takes damage from any weapon, it will begin to loop the next animation sequence of it's model.


{{modernImportant|This is a debug entity, and will not survive save-loads. Use {{ent|env_model|engine=goldsrc}} or {{ent|item_generic|engine=goldsrc}} if available, otherwise use {{ent|cycler_sprite}} (if multiplayer), {{ent|monster_furniture|engine=goldsrc}} (if singleplayer), or {{ent|env_sprite|engine=goldsrc}} (singleplayer or multiplayer).}}
{{modernImportant|This is a debug entity, and will not survive save-loads. Use {{ent|env_model|engine=goldsrc}} or {{ent|item_generic|engine=goldsrc}} if available, otherwise use {{ent|cycler_sprite|engine=goldsrc}} (if multiplayer), {{ent|monster_furniture|engine=goldsrc}} (if singleplayer), or {{ent|env_sprite|engine=goldsrc}} (singleplayer or multiplayer).}}


==Key Values==
==Key Values==

Revision as of 08:57, 31 August 2024

cycler is a point entity available in all GoldSrc GoldSrc games. A simple entity that is used for displaying model animations. When it takes damage from any weapon, it will begin to loop the next animation sequence of it's model.

Icon-Important.pngImportant:This is a debug entity, and will not survive save-loads. Use env_model or item_generic if available, otherwise use cycler_sprite (if multiplayer), monster_furniture (if singleplayer), or env_sprite (singleplayer or multiplayer).

Key Values

Monster Cycler:
Model (model) <model path>
Model to display (MDL, BSP, or SPR). Relative to mod folder.
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Value Description
0 Normal
1 Slow Pulse
2 Fast Pulse
3 Slow Wide Pulse
4 Fast Wide Pulse
5 Slow Fade Away
6 Fast Fade Away
7 Slow Become Solid
8 Fast Become Solid
9 Slow Strobe
10 Fast Strobe
11 Faster Strobe
12 Slow Flicker
13 Fast Flicker
14 Constant Glow
15 Distort
16 Hologram (Distort + fade)
Render Mode (rendermode) <choices>
Render Mode to use.
Value Description
0 Normal
1 Color
2 Texture
3 Glow
4 Solid
5 Additive
Render Amount (0-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
Render Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.