Func combine ball spawner: Difference between revisions
		
		
		
		
		
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 Note:The balls appear normal size when grabbed with the super phys gun.
Note:The balls appear normal size when grabbed with the super phys gun.
 Note:When set to -1 balls won't respawn if the combine power supply flag is checked.
Note:When set to -1 balls won't respawn if the combine power supply flag is checked.
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Note:
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| {{ | [[File:Citadel_energy_ball.jpg|200px|right|thumbnail|An energy ball pulled from a spawner (to the left). The ball spawners behind the soldiers use the same entity, with different settings.]] | ||
| {{CD|CFuncCombineBallSpawner|file1=prop_combine_ball.cpp}} | |||
| {{this is a|brush entity|name=func_combine_ball_spawner|game=Half-Life 2 series|game1=Portal series}} It's a brush that creates and contains {{ent|prop_combine_ball}}s. See the {{ent|combine_ball_generator}} and {{ent|combine_ballspawner}} prefabs for examples of uses. | |||
| == | == Flags == | ||
| {{fl|4096|Start Inactive}} | |||
| {{fl|8192|Combine Power Supply|If set, balls will bounce as if in a power generator, like in {{ent|d3_c17_10b}}{{hl2}} (Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the [[Citadel]].}} | |||
| == | == Keyvalues == | ||
| {{ | {{KV Targetname}} | ||
| {{ | {{KV|Ball count|intn=ballcount|integer|How many balls will be bouncing around.}} | ||
| {{KV|Min ball speed|intn=minspeed|float|The minimum speed of balls.}} | |||
| {{KV|Max ball speed|intn=maxspeed|float|The maximum speed of balls.}} | |||
| {{KV|Ball radius|intn=ballradius|float|Controls the size of balls. Seems to only make smaller balls. | |||
| == | {{note|The balls appear normal size when grabbed with the super phys gun.}}}} | ||
| {{KV|Ball Type|intn=balltype|choices|Non-functional for this entity. All balls will spawn as the first type.}} | |||
| {{KV|Ball Respawn Time|intn=ballrespawntime|float|When balls explode (from being outside the field for too long) for an amount of time, wait this long until spawning new balls.}} | |||
| {{note|When set to -1 balls won't respawn if the combine power supply flag is checked.}} | |||
| == | == Inputs == | ||
| {{I EnableDisable}} | |||
| == | == Outputs == | ||
| {{O|OnBallGrabbed|Fired when a ball is disrupted and considered outside the container, normally by punting or pulling with the gravity gun. {{ent|!activator}} is the {{ent|prop_combine_ball}}.}} | |||
| {{O|OnBallHitBottomSide|Fired when a ball hits the bottom of its container, then bounces back up.}} | |||
| {{O|OnBallHitTopSide|Fired when a ball hits the top of its container, then bounces back down.}} | |||
| {{O|OnBallReinserted|Fired when a ball re-enters the container.}} | |||
| {{O|OnFirstBallReinserted|Fired when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something. | |||
| {{note|<code>OnBallReinserted</code> will also fire whenever this does.}}}} | |||
| {{O|OnLastBallGrabbed|Fired when there's only one ball (remaining), and it is disrupted. | |||
| [[Category:Entities]] | {{note|<code>OnBallGrabbed</code> will also fire whenever this does.}}}} | ||
| == See also == | |||
| *{{ent|point_combine_ball_launcher}} | |||
| [[Category:SFX Brush Entities]] | |||
Latest revision as of 13:10, 25 September 2024
|  Class hierarchy | 
|---|
| CFuncCombineBallSpawner | 
|  prop_combine_ball.cpp | 
func_combine_ball_spawner  is a   brush entity  available in  Half-Life 2 series and
 Half-Life 2 series and  Portal series. It's a brush that creates and contains prop_combine_balls. See the combine_ball_generator and combine_ballspawner prefabs for examples of uses.
 Portal series. It's a brush that creates and contains prop_combine_balls. See the combine_ball_generator and combine_ballspawner prefabs for examples of uses.
Flags
- Start Inactive : [4096]
- Combine Power Supply : [8192]
- If set, balls will bounce as if in a power generator, like in d3_c17_10b (Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the Citadel. (Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the Citadel.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Ball count (ballcount) <integer>
- How many balls will be bouncing around.
- Min ball speed (minspeed) <float>
- The minimum speed of balls.
- Max ball speed (maxspeed) <float>
- The maximum speed of balls.
- Ball radius (ballradius) <float>
- Controls the size of balls. Seems to only make smaller balls.
 Note:The balls appear normal size when grabbed with the super phys gun.
Note:The balls appear normal size when grabbed with the super phys gun.- Ball Type (balltype) <choices>
- Non-functional for this entity. All balls will spawn as the first type.
- Ball Respawn Time (ballrespawntime) <float>
- When balls explode (from being outside the field for too long) for an amount of time, wait this long until spawning new balls.
 Note:When set to -1 balls won't respawn if the combine power supply flag is checked.
Note:When set to -1 balls won't respawn if the combine power supply flag is checked.Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnBallGrabbed
- Fired when a ball is disrupted and considered outside the container, normally by punting or pulling with the gravity gun. !activator is the prop_combine_ball.
- OnBallHitBottomSide
- Fired when a ball hits the bottom of its container, then bounces back up.
- OnBallHitTopSide
- Fired when a ball hits the top of its container, then bounces back down.
- OnBallReinserted
- Fired when a ball re-enters the container.
- OnFirstBallReinserted
- Fired when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something.
 Note:
Note:OnBallReinserted will also fire whenever this does.- OnLastBallGrabbed
- Fired when there's only one ball (remaining), and it is disrupted.
 Note:
Note:OnBallGrabbed will also fire whenever this does.