Func combine ball spawner: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
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:
Note:
		
	
m (→Inputs:  fixed the formatting)  | 
				 (-added class hierarchy, cleanup)  | 
				||
| (15 intermediate revisions by 7 users not shown) | |||
| Line 1: | Line 1: | ||
{{  | [[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.  | |||
|  | |||
{{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 12:10, 25 September 2024
| CFuncCombineBallSpawner | 
func_combine_ball_spawner  is a   brush entity  available in 
 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.
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. 
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.
 
- 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.
 
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.
 
OnBallReinserted will also fire whenever this does.- OnLastBallGrabbed
 - Fired when there's only one ball (remaining), and it is disrupted.
 
OnBallGrabbed will also fire whenever this does.