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Cycler (GoldSrc): Difference between revisions

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{{GoldSource base point|cycler}}
{{LanguageBar}}
{{TabsBar|main=gs|base=Cycler}}
{{CD|CGenericCycler|goldsrc=1}}
{{this is a|model 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 its model.


==Description==
Often used to [[precaching assets (GoldSrc)|precache]] external models used by other entities that do not precache their own models, alongside a {{ent|trigger_auto|engine=goldsrc}} to [[killtarget]] the cycler.
'''Cyclers''' are simple entities that are used for displaying model animations. When they take damage from a weapon, they will begin to loop the next animation sequence of it's model.
{{modernImportant|This is a debug entity. 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). {{confirm|{{ent|func_door_rotating|engine=goldsrc}} (with a dummy {{ent|multisource|engine=goldsrc}} as its master) probably works as well if you want skin and bodygroup selection, but requires {{code|zhlt_usemodel}} to call a {{mono|cycler}} to [[precaching assets (GoldSrc)|precache]] the MDL/BSP/SPR.}} }}


==Key values==
==Key Values==
; Model <code><[[model]]></code>
{{ScrollBox|title=Monster Cycler|
: Model to display. Relative to mod folder.
{{hl1 kv model}}
}}
{{Hl1 kv targetname}}
{{Hl1 kv targetname}}
{{KV_Angles}}
{{KV_Angles}}
{{Hl1_kv_renderfields}}
{{Hl1_kv_renderfields}}
{{hl1 kv zhlt point}}


[[Category:Half-Life Entities]]
[[Category:Entities]]

Latest revision as of 11:18, 19 May 2025

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C++ Class hierarchy
CGenericCycler
CCycler
CBaseMonster
CBaseToggle
CBaseAnimating
CBaseDelay
CBaseEntity
C++ h_cycler.cpp

cycler is a model 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 its model.

Often used to precache external models used by other entities that do not precache their own models, alongside a trigger_auto to killtarget the cycler.

Icon-Important.pngImportant:This is a debug entity. Use env_model or item_generic if available, otherwise use cycler_sprite (if multiplayer), monster_furniture (if singleplayer), or env_sprite (singleplayer or multiplayer).
Confirm:func_door_rotating (with a dummy multisource as its master) probably works as well if you want skin and bodygroup selection, but requires zhlt_usemodel to call a cycler to precache the MDL/BSP/SPR.

Key Values

Monster Cycler:
Model (model) <model path>
Model to display (MDL, BSP, or SPR). Relative to mod folder.
Colormap (colormap) <integer>
Works like the deathmatch recolor system, wherein this KV equals (bottomcolor * 256) + topcolor. This value can be calculated using Half-Life Asset Manager.
Tip.pngTip:In Sven Co-op Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity.
Name (targetname) <string>
The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
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 Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. 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.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Render effects
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. Hologram (Distort + fade)


ZHLT:

Copy lighting from (VHLT+) (zhlt_copylight) <targetname>
Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
Tip.pngTip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with zhlt_noclip enabled directly below this model's origin. Texture the top face with black_HIDDEN, and the rest of the faces with SKIP. If the player or any other MDL entity can go above this model, place another identical func_detail above this model's origin to reduce the chance of extraneous models being lit weirdly.
Note.pngNote:Not compatible with entities using the effect flag EF_INVLIGHT.
Model shadows (UMHLT, SDHLT) (zhlt_studioshadow) <boolean>
Enable to cast shadows from MDLs found in the model KV.
Model shadow mode (SDHLT) (zhlt_shadowmode) <choices>
0 - Use Bounding Box
1 - Use triangles (default)
2 - Use Bounding boxes of triangles