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:When set to -1 balls won't respawn if the combine power supply flag is checked.
Note:
Note:
Kurtle Kiwi (talk | contribs) No edit summary |
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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.]] | [[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. | |||
{{KV|Ball count | |||
{{KV|Min ball speed | |||
{{KV|Max ball speed | |||
{{KV|Ball radius | |||
{{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.}}}} | ||
{{KV|Ball Type | {{KV|Ball Type|intn=balltype|choices|Non-functional for this entity. All balls will spawn as the first type.}} | ||
{{KV|Ball Respawn Time | {{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. | {{note|When set to -1 balls won't respawn if the combine power supply flag is checked.}} | ||
==Inputs== | == Inputs == | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
==Outputs== | == 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.}}}} | {{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.}}}} | {{note|<code>OnBallGrabbed</code> will also fire whenever this does.}}}} | ||
==See | == See also == | ||
*{{ent|point_combine_ball_launcher}} | *{{ent|point_combine_ball_launcher}} | ||
[[Category:SFX Brush Entities]] | [[Category:SFX Brush Entities]] |
Latest revision as of 13:10, 25 September 2024
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CFuncCombineBallSpawner |
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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.
parentname
ortarget
).
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.