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Xen tree (GoldSrc): Difference between revisions

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m (→‎top: clean up, replaced: =tfc → =Team Fortress Classic)
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{{This is a|name=xen_tree|e0|engine=1|game=Half-Life|game1=Half-Life: Blue Shift|game2=Half-Life: Opposing Force|game3=Team Fortress Classic}}
{{CD|CXenTree|goldsrc=1}}
{{this is a|point entity|name=xen_tree|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 15:14, 24 October 2024

C++ Class hierarchy
CXenTree
CActAnimating
CBaseAnimating
CBaseDelay
CBaseEntity
C++ xen.cpp

xen_tree is a point entity available in Half-Life Half-Life, Half-Life: Blue Shift Half-Life: Blue Shift, Half-Life: Opposing Force Half-Life: Opposing Force, and Team Fortress Classic Team Fortress Classic.

Todo: Add image(s) for this entity

Description

The Xen Tree is an alien organism found on the border world Xen and a few locations in Black Mesa in Half-Life: Opposing Force Half-Life: Opposing Force; although it attacks creatures that get too close, it is not known to consume the bodies or do anything to them.

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.