Xen spore medium (GoldSrc): Difference between revisions
		
		
		
		
		
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| Thunder4ik (talk | contribs) m (→top: clean up, replaced: =hlbs → =Half-Life: Blue Shift, =hlop4 → =Half-Life: Opposing Force) | m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) | ||
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| {{ | {{this is a|point entity|name=xen_spore_medium|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== | ||
Latest revision as of 21:12, 17 May 2024
xen_spore_medium  is a   point entity  available in  Half-Life,
 Half-Life,  Half-Life: Blue Shift,
 Half-Life: Blue Shift,  Half-Life: Opposing Force, and
 Half-Life: Opposing Force, and  Team Fortress Classic.
 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
