Cycler weapon (GoldSrc): Difference between revisions
		
		
		
		
		
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| SirYodaJedi (talk | contribs) m (SirYodaJedi moved page Cycler weapon (GoldSource Engine) to Cycler weapon (GoldSrc)) | SirYodaJedi (talk | contribs)  m (→Key Values) | ||
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| {{ | {{this is a|point entity|name=cycler_weapon|engine=GoldSrc}} It is a special version of the <code>[[Cycler_(GoldSource_Engine)|cycler]]</code> entity used for testing weapon animations. It can be picked up like a weapon. Attack 1 plays the current animation and attack 2 cycles animations. | ||
| ==Key Values== | ==Key Values== | ||
| {{ | {{hl1 kv model}} | ||
| }} | |||
| {{Hl1 kv monster}} | {{Hl1 kv monster}} | ||
Latest revision as of 16:01, 10 September 2024
cycler_weapon  is a   point entity  available in all  GoldSrc games. It is a special version of the
 GoldSrc games. It is a special version of the cycler entity used for testing weapon animations. It can be picked up like a weapon. Attack 1 plays the current animation and attack 2 cycles animations.
Key Values
- Model (model) <model path>
- Model to display (MDL, BSP, or SPR). Relative to mod folder.
- Colormap (colormap) <integer>
- Works like the deathmatch recolor system, wherein this KV equals (bottomcolor * 256) + topcolor. This value can be calculated using . . Tip:In Tip:In Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity. Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity.
Monster:
- TriggerTarget (TriggerTarget) <targetname>
- Name of entity to target when the trigger conditions are met.
- Trigger Condition (TriggerCondition) <choices>
- Condition to use for TriggerTarget
- 0 : "No Trigger"
- 1 : "See Player, Mad at Player"
- 2 : "Take Damage"
- 3 : "50% Health Remaining"
- 4 : "Death"
- 7 : "Hear World"
- 8 : "Hear Player"
- 9 : "Hear Combat"
- 10: "See Player Unconditional"
- 11: "See Player, Not In Combat"
 
Target:
- Target (target) <targetname>
- The targetname of the first path_corner in a path this monster will move to when spawned.
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
- Value - Description - 0 - Normal - 1 - Slow Pulse - 2 - Fast Pulse - 3 - Slow Wide Pulse - 4 - Fast Wide Pulse - 5 - Slow Fade Away - 6 - Fast Fade Away - 7 - Slow Become Solid - 8 - Fast Become Solid - 9 - Slow Strobe - 10 - Fast Strobe - 11 - Faster Strobe - 12 - Slow Flicker - 13 - Fast Flicker - 14 - Constant Glow - 15 - Distort - 16 - Hologram (Distort + fade) 
- Render Mode (rendermode) <choices>
- Render Mode to use.
- Value - Description - 0 - Normal - 1 - Color - 2 - Texture - 3 - Glow - 4 - Solid - 5 - Additive 
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
 Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
