Prop coreball: Difference between revisions

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(Added note that the origin is fixed in p2ce)
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{{stub}}
{{LanguageBar}}
{{ep1 point|prop_coreball}}
{{CD|CPropScalable|file1=1}}
[[Image:prop_coreball.jpg|thumb|right|200px|prop_coreball overview.]]
{{this is a|model entity|name=prop_coreball|game=Half-Life 2: Episode One}}
[[File:prop_coreball.jpg|thumb|right|200px|prop_coreball overview.]]
{{AltNames|name1=[[prop_scalable]]|misc=Difference is that this entity forces use of model <code>"models/props_combine/coreball.mdl"</code>}}
__NOTOC__
==Entity Description==
==Entity Description==
It is a large combine energy core seen in <code>ep1_citadel_03</code> without collisions.


It is a large combine energy core seen in ep1_citadel_03 without collisions.
For the core to be rendered correctly, it must be placed exactly at the <code>(2688, 12139, 5170)</code> location, as this value is hard-coded in the <code>[[Core_(shader)|Core]]</code> shader for normal vector computation.


For the core to be rendered correctly, it must be placed exactly at the (2688,12139,5170) location, as this value is hard-coded in the <code>[[Core_(shader)|Core]]</code> shader for normal vector computation.
{{note|This is fixed in {{P2CE}} and {{Mapbase}}}}


{{note|This is fixed in {{P2CE}}}}
This entity evolved into {{ent|prop_scalable}} in {{Game link|Half-Life 2: Episode Two}}. As of the [[Orange Box]], <code>prop_coreball</code> is deprecated as an alias for <code>prop_scalable</code>, which uses the core ball model by default. Use <code>prop_scalable</code> if you would like to use the scaling inputs below with other models.


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV Targetname}}
{{KV Angles}}
 
==Inputs==
==Inputs==
{{I Targetname}}
{{I|SetScaleX|Scales the coreball in X Axis. Format: <code><nowiki><New Size> <Time></nowiki></code>|param=vector}}
 
{{I|SetScaleY|Scales the coreball in Y Axis. Format: <code><nowiki><New Size> <Time></nowiki></code>|param=vector}}
{{IO|SetScaleX|Scales the coreball in X Axis. Format: <code><nowiki><New Size> <Time></nowiki></code>|param=vector}}
{{I|SetScaleY|Scales the coreball in Z Axis. Format: <code><nowiki><New Size> <Time></nowiki></code>|param=vector}}
 
{{IO|SetScaleY|Scales the coreball in Y Axis. Format: <code><nowiki><New Size> <Time></nowiki></code>|param=vector}}


{{IO|SetScaleY|Scales the coreball in Z Axis. Format: <code><nowiki><New Size> <Time></nowiki></code>|param=vector}}
== See Also ==
* {{ent|prop_scalable}}


==Outputs==
[[Category:Prop entities|coreball]]
{{O Targetname}}
[[Category:Half-Life 2: Episode One Entities]]

Latest revision as of 04:33, 19 May 2025

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C++ Class hierarchy
CPropScalable
CBaseAnimating
CBaseEntity
C++ prop_scalable.cpp

prop_coreball is a model entity available in Half-Life 2: Episode One Half-Life 2: Episode One.

prop_coreball overview.
AltNames.pngAltNames: This entity is also tied to prop_scalable. Difference is that this entity forces use of model "models/props_combine/coreball.mdl"

Entity Description

It is a large combine energy core seen in ep1_citadel_03 without collisions.

For the core to be rendered correctly, it must be placed exactly at the (2688, 12139, 5170) location, as this value is hard-coded in the Core shader for normal vector computation.

Note.pngNote:This is fixed in Portal 2: Community Edition and Mapbase

This entity evolved into prop_scalable in Half-Life 2: Episode Two Half-Life 2: Episode Two . As of the Orange Box, prop_coreball is deprecated as an alias for prop_scalable, which uses the core ball model by default. Use prop_scalable if you would like to use the scaling inputs below with other models.

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

SetScaleX <vectorRedirectInput/Vector>
Scales the coreball in X Axis. Format: <New Size> <Time>
SetScaleY <vectorRedirectInput/Vector>
Scales the coreball in Y Axis. Format: <New Size> <Time>
SetScaleY <vectorRedirectInput/Vector>
Scales the coreball in Z Axis. Format: <New Size> <Time>

See Also