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Env bubbles (GoldSrc): Difference between revisions

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{{EntityTabs|env_bubbles|goldsrc=1|source=1|main=source}}
{{tabs|env_bubbles|goldsrc=1|source=1|main=source}}
{{Entity|env_bubbles|type=e0|engine=1}}  It creates an area of rising bubbles.
{{this is a|point entity|name=env_bubbles|engine=GoldSrc}}  It creates an area of rising bubbles.


== Key Values ==
== Key Values ==
{{Hl1 kv targetname}}
{{Hl1 kv targetname}}
{{Hl1 kv zhlt}}
{{KV|Bubble density|intn=density|int|This is the density of bubbles spawned.}}
{{KV|Bubble density|intn=density|int|This is the density of bubbles spawned.}}
{{KV|Bubble frequency|intn=frequency|int|The higher the value here, the greater the frequency bubbles will appear at.}}
{{KV|Bubble frequency|intn=frequency|int|The higher the value here, the greater the frequency bubbles will appear at.}}
{{KV|Speed of current|intn=current|int| The higher this value, the more bubbles drift in the direction specified by the entity angle.}}
{{KV|Speed of current|intn=current|int| The higher this value, the more bubbles drift in the direction specified by the entity angle.}}
{{Hl1 kv zhlt invisible}}


== Flags ==
== Flags ==

Latest revision as of 09:04, 4 July 2024

env_bubbles is a point entity available in all GoldSrc GoldSrc games. It creates an area of rising bubbles.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Bubble density (density) <integer>
This is the density of bubbles spawned.
Bubble frequency (frequency) <integer>
The higher the value here, the greater the frequency bubbles will appear at.
Speed of current (current) <integer>
The higher this value, the more bubbles drift in the direction specified by the entity angle.

ZHLT:

Don't Render (ZHLT 3+) (zhlt_invisible) <boolean>
Treat all faces as if they were textured with NULL.
Tip.pngTip:Use this on triggers which use custom textures instead of AAATRIGGER or NULL, such as ladders.
Custom Hull 1 (VHLT+) (zhlt_hull1) <targetname>
Custom Hull 2 (VHLT+) (zhlt_hull2) <targetname>
Custom Hull 3 (VHLT+) (zhlt_hull3) <targetname>
Which named info_hullshape entity to use for the specified clipping hull.
Mins/Maxs (VHLT+) (zhlt_minsmaxs) <mins vector + maxs vector>
Override this entity's bounding box.
zhlt_transform (zhlt_transform) <???>
Never visible (VHLT+) (zhlt_hidden) <boolean>
Don't create marksurfaces for this entity, resulting in it being treated by VIS as never visible.
Tip.pngTip:The _HIDDEN texture suffix does the same thing, but also works on world brushes, which are used for model lighting.
Strip lightmaps after compiling (VHLT+) (zhlt_striprad) <boolean>
Undefines the lightmaps for brushes on this entity after compiling, resulting in the faces being fullbright and not using up allocblock. Unlike TEX_SPECIAL, faces with zhlt_striprad will still affect bounced lighting.


Flags

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