Env citadel energy core: Difference between revisions

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{{CD|CCitadelEnergyCore|file1=citadel_effects.cpp}}
{{hl2 point|env_citadel_energy_core}} It produces an energy core, as seen in the [[citadel]] or by the secondary attack of the [[weapon_ar2|AR2 pulse rifle]].
{{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.


{{code class|CCitadelEnergyCore|hl2_dll\citadel_effects.cpp}}
These are also used by the elevators and unstationary scaffolds in Portal.


[[Image:EnergyCore.jpg|thumb|right|300px|A Citadel Energy Core with Particles]]
{{stray ent|{{portal2}}}}


== Keyvalues ==
==Flags==
{{KV|Scale|float|Scale of the effect.  1 is the default size, 2 is twice that, etc.}}
{{fl|1|No small particles}}
{{KV Angles}}
{{fl|2|Start on}}
 
==Keyvalues==
{{KV Targetname}}
{{KV Targetname}}
{{KV Parentname}}
{{KV|Scale|intn=scale|float|Scale of the effect. 1 is the default size, 2 is twice that, etc.}}
 
== Flags ==
* 1 : No small particles
* 2 : Start on
 
== Inputs ==
{{IO|StartCharge|Start charging the core over specified number of seconds.|param=float}}
{{IO|StartDischarge|Start discharging the core over specified number of seconds.}}
{{IO|Stop|Stops the effect at any point.|param=float}}
{{I Targetname}}
{{I Parentname}}


== Outputs ==
==Inputs==
{{O Targetname}}
{{I|StartCharge|param=float|Start charging the core over specified number of seconds.}}
{{I|StartDischarge|Start discharging the core.}}
{{I|Stop|param=float|Makes particles fade away within a given number of seconds.}}

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.