Xen spore small (GoldSrc): Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
		
	
No edit summary  | 
				m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)  | 
				||
| (4 intermediate revisions by 2 users not shown) | |||
| Line 1: | Line 1: | ||
{{  | {{this is a|point entity|name=xen_spore_small|engine=GoldSrc|game=Half-Life|game1=Half-Life: Blue Shift|game2=Half-Life: Opposing Force|game3=Team Fortress Classic}}  | ||
{{todo|Add image(s) for this entity}}  | {{todo|Add image(s) for this entity}}  | ||
==Description==  | ==Description==  | ||
The   | This entity places a model of a xen spore sac into the map. The model is purely decorative, but does have clipping.  | ||
==Key Values==  | ==Key Values==  | ||
Latest revision as of 20:12, 17 May 2024
xen_spore_small  is a   point entity  available in 
 Half-Life, 
 Half-Life: Blue Shift, 
 Half-Life: Opposing Force, and 
 Team Fortress Classic.
Todo: Add image(s) for this entity
Description
This entity places a model of a xen spore sac into the map. The model is purely decorative, but does have clipping.
Key Values
- Name (targetname) <string>
 - The targetname that other entities refer to this entity by.
 
- 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.
 
- 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. 
Categories: 
- Point entities
 - Non-internal Half-Life entities
 - Half-Life entities
 - Half-Life point entities
 - Non-internal Half-Life: Blue Shift entities
 - Half-Life: Blue Shift entities
 - Half-Life: Blue Shift point entities
 - Non-internal Half-Life: Opposing Force entities
 - Half-Life: Opposing Force entities
 - Half-Life: Opposing Force point entities
 - Non-internal Team Fortress Classic entities
 - Team Fortress Classic entities
 - Team Fortress Classic point entities
 - Non-internal GoldSrc base entities
 - GoldSrc base entities
 - GoldSrc base point entities