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==env_rotorshooter==


An entity that creates gibs when it's within the influence of a helicopter's rotor wash.
{{CD|CRotorWashShooter|file1=effects.cpp}}


==Keyvalues==
{{this is a|point entity|name=env_rotorshooter|sprite=env_shooter.png}} It creates gibs when it's within the influence of a [[npc_helicopter|helicopter's]] [[rotor wash]]. Ideal for stirring up dust sprites from beneath a helicopter.


*{{kv targetname}}
<div style="height:3em"></div>
*{{kv parentname}}


== Keyvalues ==
{{KV|Time Under Rotor|intn=rotortime|float|The average time it has to be under the rotor before it shoots a gib.}}
{{KV|Time variance|intn=rotortimevariance|float|The random amount to vary the time it has to be under the rotor before it shoots a gib.}}


Gib Direction (Pitch Yaw Roll) angles <string> The direction the gibs will fly.


Number of Gibs m_iGibs <integer> Total number of gibs to shoot each time it's activated.
{{OtherKIO|env_shooter}}


Delay between shots delay <string> Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once.
== See Also ==
 
* {{ent|env_shooter}}
Gib Angles (Pitch Yaw Roll) gibangles <string> The orientation of the spawned gibs.
 
Gib Velocity m_flVelocity <integer> Speed of the fired gibs
 
Course Variance m_flVariance <string> How much variance in the direction gibs are fired.
 
Gib Life m_flGibLife <string> Time in seconds for gibs to live +/- 5%
 
spawnflags spawnflags <flags>
 
Render FX renderfx <choices>
 
Render Mode rendermode <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
 
FX Amount (0 - 255) renderamt <integer> The FX amount is used by the selected Render Mode.
 
FX Color (R G B) rendercolor <color255> The FX color is used by the selected Render Mode.
 
Disable Receiving Shadows disablereceiveshadows <choices>
 
Model shootmodel <studio> Thing to shoot out.  Can be a .mdl or a .vmt.
 
Material Sound shootsounds <choices>
 
Simulate simulation <choices>
 
Gib Skin skin <integer> Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter.
 
Time Under Rotor rotortime <float> The average time it has to be under the rotor before it shoots a gib.
 
Time variance rotortimevariance <float> The random amount to vary the time it has to be under the rotor before it shoots a gib.
 
 
==INPUTS==
 
*{{i targetname}}
*{{i parentname}}
 
*Shoot
Force the gibshooter to create and shoot a gib.
 
==OUTPUTS==
 
OnUser1 Fired in response to FireUser1 input.
 
OnUser2 Fired in response to FireUser2 input.
 
OnUser3 Fired in response to FireUser3 input.
 
OnUser4 Fired in response to FireUser4 input.

Latest revision as of 06:52, 17 November 2024

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C++ Class hierarchy
CRotorWashShooter
CEnvShooter
CGibShooter
CBaseEntity
C++ effects.cpp
Env shooter.png

env_rotorshooter is a point entity available in all Source Source games. It creates gibs when it's within the influence of a helicopter's rotor wash. Ideal for stirring up dust sprites from beneath a helicopter.

Keyvalues

Time Under Rotor (rotortime) <float>
The average time it has to be under the rotor before it shoots a gib.
Time variance (rotortimevariance) <float>
The random amount to vary the time it has to be under the rotor before it shoots a gib.


Note.pngNote:Other Keyvalues / Inputs / Outputs are same as env_shooter.

See Also