Env citadel energy core: Difference between revisions

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env_citadel_energy_core
{{CD|CCitadelEnergyCore|file1=citadel_effects.cpp}}
{{this is a|point entity|name=env_citadel_energy_core|game=Half-Life 2 series|game1=Portal}}
{{distinguish
|prop_coreball|desc1=The reactor core ball from Episode One
|prop_combine_ball|desc2=Citadel/AR2 energy balls
}}
[[File:EnergyCore.jpg|thumb|right|300px|A Citadel Energy Core with Particles]]
This is a simple particle effect not prominently displayed but frequently used in the [[Citadel]]. It's most common use is on weapon confiscation devices and ''some'' devices seen transporting energy balls.


Special effect for the energy cores in citadel.
These are also used by the elevators and unstationary scaffolds in Portal.


KEYS
{{stray ent|{{portal2}}}}


Pitch Yaw Roll (Y Z X) angles <angle> 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.
==Flags==
{{fl|1|No small particles}}
{{fl|2|Start on}}


Name targetname <target_source> The name that other entities refer to this entity by.
==Keyvalues==
{{KV Targetname}}
{{KV|Scale|intn=scale|float|Scale of the effect.  1 is the default size, 2 is twice that, etc.}}


Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
==Inputs==
 
{{I|StartCharge|param=float|Start charging the core over specified number of seconds.}}
spawnflags spawnflags <flags>
{{I|StartDischarge|Start discharging the core.}}
 
{{I|Stop|param=float|Makes particles fade away within a given number of seconds.}}
Scale scale <float> Scale of the effect.  1 is the default size, 2 is twice that, etc.
 
 
INPUTS
 
Kill Removes this entity from the world.
 
KillHierarchy Removes this entity and all its children from the world.
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
SetParent <string> 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.
 
ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
StartCharge <float> Start charging the core over specified number of seconds.
 
StartDischarge Start discharging the core over specified number of seconds.
 
Stop <float> Stops the effect at any point.
 
 
OUTPUTS
 
OnUser1 Fired in response to FireUser1 input.
 
OnUser2 Fired in response to FireUser2 input.
 
OnUser3 Fired in response to FireUser3 input.
 
OnUser4 Fired in response to FireUser4 input.

Latest revision as of 18:04, 1 June 2025

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C++ Class hierarchy
CCitadelEnergyCore
CBaseEntity
C++ citadel_effects.cpp

env_citadel_energy_core is a point entity available in Half-Life 2 series Half-Life 2 series and Portal Portal.

Not to be confused with prop_coreball (The reactor core ball from Episode One) or prop_combine_ball (Citadel/AR2 energy balls).
A Citadel Energy Core with Particles

This is a simple particle effect not prominently displayed but frequently used in the Citadel. It's most common use is on weapon confiscation devices and some devices seen transporting energy balls.

These are also used by the elevators and unstationary scaffolds in Portal.

Note.pngNote:This entity is also in the code for Portal 2. Its functionality is not guaranteed.


Flags

No small particles : [1]
Start on : [2]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Scale (scale) <float>
Scale of the effect. 1 is the default size, 2 is twice that, etc.

Inputs

StartCharge <floatRedirectInput/float>
Start charging the core over specified number of seconds.
StartDischarge
Start discharging the core.
Stop <floatRedirectInput/float>
Makes particles fade away within a given number of seconds.