Func combine ball spawner: Difference between revisions

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{{lang|Func combine ball spawner}}
[[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.]]
{{base brush multi|func_combine_ball_spawner|game1=Half-Life 2|game2=Portal|game3=Portal 2}} It's a brush that creates and contains {{ent|prop_combine_ball}}s. See the [[combine_ball_generator]] and [[combine_ballspawner]] prefabs for examples of uses.
{{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.


{{code class|CFuncCombineBallSpawner|prop_combine_ball.cpp}}
== 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]].}}


==Flags==
== Keyvalues ==
*4096: Start Inactive
{{KV Targetname}}
*8192: Combine Power Supply
{{KV|Ball count|intn=ballcount|integer|How many balls will be bouncing around.}}
: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]].
{{KV|Min ball speed|intn=minspeed|float|The minimum speed of balls.}}
 
{{KV|Max ball speed|intn=maxspeed|float|The maximum speed of balls.}}
==Keyvalues==
{{KV|Ball radius|intn=ballradius|float|Controls the size of balls. Seems to only make smaller balls.
{{KV|Ball count (ballcount)|integer|How many balls will be bouncing around.}}
{{KV|Min ball speed (minspeed)|float|The minimum speed of balls.}}
{{KV|Max ball speed (maxspeed)|float|The maximum speed of balls.}}
{{KV|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.}}}}
{{KV|Ball Type (balltype)|choices|Non-functional for this entity. All balls will spawn as the first type.}}
{{KV|Ball Type|intn=balltype|choices|Non-functional for this entity. All balls will spawn as the first type.}}
{{KV|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.}}
{{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.}}
{{note|When set to -1 balls won't respawn if the combine power supply flag is checked.}}
{{KV BaseEntity|l4d2=1|brush=1}}


==Inputs==
== Inputs ==
{{I EnableDisable}}
{{I EnableDisable}}
{{I BaseEntity}}


==Outputs==
== Outputs ==
{{IO|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|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}}.}}
{{IO|OnBallHitBottomSide|Fired when a ball hits the bottom of its container, then bounces back up.}}
{{O|OnBallHitBottomSide|Fired when a ball hits the bottom of its container, then bounces back up.}}
{{IO|OnBallHitTopSide|Fired when a ball hits the top of its container, then bounces back down.}}
{{O|OnBallHitTopSide|Fired when a ball hits the top of its container, then bounces back down.}}
{{IO|OnBallReinserted|Fired when a ball re-enters the container.}}
{{O|OnBallReinserted|Fired when a ball re-enters the container.}}
{{IO|OnFirstBallReinserted|Fired when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something.
{{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.}}}}
{{IO|OnLastBallGrabbed|Fired when there's only one ball (remaining), and it is disrupted.
{{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.}}}}
{{O BaseEntity}}


==See Also==
== 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

An energy ball pulled from a spawner (to the left). The ball spawners behind the soldiers use the same entity, with different settings.
C++ Class hierarchy
CFuncCombineBallSpawner
CBaseEntity
C++ prop_combine_ball.cpp

func_combine_ball_spawner is a brush entity available in Half-Life 2 series Half-Life 2 series and Portal series 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_10bHalf-Life 2 (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 or target).
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.pngNote: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.pngNote: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.pngNote:OnBallReinserted will also fire whenever this does.
OnLastBallGrabbed
Fired when there's only one ball (remaining), and it is disrupted.
Note.pngNote:OnBallGrabbed will also fire whenever this does.

See also