Env shooter: Difference between revisions
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MyGamepedia (talk | contribs) (Should work with other games.) |
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{{ | {{LanguageBar}} | ||
{{tabs|env_shooter|goldsrc=1|source=1|main=source}} | |||
{{CD|CEnvShooter|file1=effects.cpp}} | |||
{{this is a|point entity|name=env_shooter|sprite=1}} It shoots giblets out of its origin. These gibs can be either models or sprites. | |||
== | |||
{{ | ==Flags== | ||
{{ | {{Fl GibshooterBase}} | ||
{{fl|2|On fire|Creates {{ent|entityflame}} which is parented to gib. Lifetime as long as gib's. {{bug|Doesn't work with {{ent|raggib}}.|tested={{bms}}}}}} | |||
{{fl|4|Fade out even when in player's view}} | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV|Model|intn=shootmodel|studio|Thing to shoot out. Can be an [[MDL]] or a [[VMT]].}} | |||
{{KV|Material Sound|intn=shootsounds|choices|What sounds play when the gibs are interacted with (shooting, walking on, etc). See {{ent|$surfaceprop}}. | |||
:*<code>-1</code>: None | |||
* | :*<code>0</code>: Glass | ||
:< | :*<code>1</code>: Wood | ||
:{| | :*<code>2</code>: Metal | ||
:*<code>3</code>: Flesh | |||
| | :*<code>4</code>: Concrete | ||
| | }} | ||
| | {{KV|[[Skin]]|intn=skin|int|Some models have multiple skins. This value selects from the index, starting with 0.}} | ||
| | {{KV|Model Scale|intn=scale|float|Multiplies the size of the <code>gib</code> models. Physics will not be scaled up.}} | ||
| | {{KV|Gib Gravity Scale|intn=gibgravityscale|float|Scale gravity so that gibs fall faster, slower, or not at all. Only for point gibs.}} | ||
| | {{KV|Mass|intn=massoverride|float|since=episodic|Force gibs to be a certain mass. Default mass is 200.{{confirm}}}} | ||
| | {{Expand|title={{bms|4}} only keyvalues| | ||
| | {{KV|Blood Color|intn=bloodcolor|choices|Blood color for gibs. Appears when a gib touches world geometry. Only for point gibs. | ||
| | :*-1: None | ||
| | :*0: Red (Human) | ||
:*1: Yellow (Alien) | |||
:*2: Green (Alien) | |||
:*3: Grey (Mech) | |||
* | :{{note|No difference between last three. {{ModernConfirm|Can this be fixed ?}} | ||
: | }} | ||
:{| | :{{note|This feature doesn't work with all models.}} | ||
}} | |||
|- | {{KV|Explode on Impact|intn=touchkill|choices|If set to <code>Yes</code> - gib will explode when it touches world geometry. Only for point gibs. | ||
:*0: No | |||
:*1: Yes | |||
| | }} | ||
| | {{KV|Explode Damage|intn=gibdamage|float|The amount of damage the gib will do when exploding.}} | ||
| | {{KV|Explode Sound|intn=gibsound|sound|Sound to play when gib exploding.}} | ||
|} | }} | ||
= | {{KV GibshooterBase}} | ||
{{KV|Disable Shadows|intn=nogibshadows|bool|Set to 1 to disable [[render target]] shadows on <code>gibs</code>.}} | |||
{{KV RenderFields}} | |||
{{KV SystemLevelChoice}} | |||
==Inputs== | ==Inputs== | ||
{{I GibshooterBase}} | |||
{{I RenderFields}} | |||
== See Also == | |||
* {{ent|env_rotorshooter}} | |||
* {{ent|gibshooter}} |
Latest revision as of 02:42, 15 June 2025


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CEnvShooter |
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env_shooter
is a point entity available in all Source games. It shoots giblets out of its origin. These gibs can be either models or sprites.
Flags
- Repeatable : [1]
- On fire : [2]
- Creates entityflame which is parented to gib. Lifetime as long as gib's.
Bug:Doesn't work with raggib. (tested in:
)
- Fade out even when in player's view : [4]
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Model (shootmodel) <model path>
- Thing to shoot out. Can be an MDL or a VMT.
- Material Sound (shootsounds) <choices>
- What sounds play when the gibs are interacted with (shooting, walking on, etc). See $surfaceprop.
-1
: None0
: Glass1
: Wood2
: Metal3
: Flesh4
: Concrete
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0.
- Model Scale (scale) <float>
- Multiplies the size of the
gib
models. Physics will not be scaled up.
- Gib Gravity Scale (gibgravityscale) <float>
- Scale gravity so that gibs fall faster, slower, or not at all. Only for point gibs.
- Mass (massoverride) <float> (in all games since
)
- Force gibs to be a certain mass. Default mass is 200.[confirm]
|
GibShooter:
- Number of Gibs (m_iGibs) <integer>
- Total number of
gibs
to shoot each time the entity should shoot.
- Delay between shots (delay) <float>
- Delay (in seconds) between shooting each
gib
. If 0, allgibs
shoot at once.
- Gib Angles (Pitch Yaw Roll) (gibangles) <vector3>
- The orientation of the spawned
gibs
.
- Max angular velocity (gibanglevelocity) <float>
- How fast (degrees/sec) the
gibs
should spin. They will spin on the x and y axes between 10% and 100% of this speed.
- Gib Velocity (m_flVelocity) <float>
- Speed of the fired
gibs
.
- Course Variance (m_flVariance) <float>
- How much variance in the direction
gibs
are fired.
- Gib Life (m_flGibLife) <float>
- Time in seconds for
gibs
to live +/- 5%.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) to specify a location to sample lighting from for all
gib
s spawned by this shooter, instead of their own origins.
- Physics (simulation) <choices>
- How the
gibs
will be physically simulated.
- Disable Shadows (nogibshadows) <boolean>
- Set to 1 to disable render target shadows on
gibs
.
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
- Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since
)
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mincpulevel
, "High" formaxcpulevel
) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
- Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since
)
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mingpulevel
, "Very High" formaxgpulevel
) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
See also: cpu_level / gpu_level convars- 0: Default ("Low" for
Inputs
GibShooter:
- Shoot
- Force the gibshooter to create and shoot a
gib
.
RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
- Color <color255 >
- Sets an RGB color for the entity.