Prop combine ball: Difference between revisions

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I have a problem. I searched all over the net without result:(
{{CD|CPropCombineBall|file1=1}}
When u open hammer u got 4 screens. 1 in 3D and 3 in 2D. First it was normal but now it looks like this.[[http://users.telenet.be/downloadarea/hammer.jpg]] plz help
[[File:prop_combine_ball Preview.png|thumb|right|250px|[[prop_combine_ball]] demo.]]
send reply here or to vancaeneghempieter@hotmail.com
{{distinguish|prop_energy_ball}}
thx
{{this is a|model entity|game=Half-Life 2 series|game1=Portal series|name=prop_combine_ball}} It is a high-energy ball that disintegrates any organic material in its path. It is primarily found in the Citadel as an energy source, and weaponized by elite Combine soldiers. It can be constrained to other [[prop_physics|physics object]]s using [[phys_hinge|hinge]]s or other [[constraint]]s. It can also be configured to break when it takes enough damage.
 
See {{code|[[func_combine_ball_spawner]]}} and {{code|[[point_combine_ball_launcher]]}} for an entity that spawns these.
__NOTOC__
 
{{note|Default model: <code>models/effects/combineball.mdl</code>}}
 
==Keyvalues==
{{KV Targetname}}
 
==Inputs==
{{I|Explode|Explodes the pellet.}}
{{I|FadeAndRespawn|Quietly fades out the combine ball in 0.1s, presumably so an associated ball launcher can spawn another one.|nofgd=1}}
{{I|Socketed|''Unused behavior.'' In Episodic, invokes undefined Alyx response concept {{code|TLK_BALLSOCKETED}} and deletes this entity.|nofgd=1}}
 
== Flags ==
{{fl|65536|SF_COMBINE_BALL_BOUNCING_IN_SPAWNER|nofgd=1}}
 
== ConVars ==
{{varcom|start}}
{{varcom|sk_npc_dmg_combineball|15||}}
{{varcom|sk_combineball_guidefactor|0.5||}}
{{varcom|sk_combine_ball_search_radius|512||}}
{{varcom|sk_combineball_seek_angle|15.0||}}
{{varcom|sk_combineball_seek_kill|0||}}
{{varcom|end}}
 
==See also==
*{{ent|point_combine_ball_launcher}}
 
[[Category:Prop entities|combine ball]]

Latest revision as of 16:22, 25 August 2025

C++ Class hierarchy
CPropCombineBall
CBaseAnimating
CBaseEntity
C++ prop_combine_ball.cpp
Not to be confused with prop_energy_ball.

prop_combine_ball is a model entity available in Half-Life 2 series Half-Life 2 series and Portal series Portal series. It is a high-energy ball that disintegrates any organic material in its path. It is primarily found in the Citadel as an energy source, and weaponized by elite Combine soldiers. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage.

See func_combine_ball_spawner and point_combine_ball_launcher for an entity that spawns these.


Note.pngNote:Default model: models/effects/combineball.mdl

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

Inputs

Explode
Explodes the pellet.
FadeAndRespawn  !FGD
Quietly fades out the combine ball in 0.1s, presumably so an associated ball launcher can spawn another one.
Socketed  !FGD
Unused behavior. In Episodic, invokes undefined Alyx response concept TLK_BALLSOCKETED and deletes this entity.

Flags

SF_COMBINE_BALL_BOUNCING_IN_SPAWNER : [65536] !FGD

ConVars

Cvar/Command Parameters or default value Descriptor Effect
sk_npc_dmg_combineball 15
sk_combineball_guidefactor 0.5
sk_combine_ball_search_radius 512
sk_combineball_seek_angle 15.0
sk_combineball_seek_kill 0

See also