Env holo emitter: Difference between revisions

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(Created page with "{{ent not in fgd|nolink=1}} 350px|right {{This is a|point entity|name=env_holo_emitter|game=Black Mesa}} This is model with blue point_spotligh...")
 
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{{ent not in fgd|nolink=1}}
{{CDA|CEnv_Holo_Emitter|CBaseAnimating|CBaseEntity|}}
[[File:holoemitterimage.jpg|350px|right]]
{{ent not in fgd|none}}
{{This is a|point entity|name=env_holo_emitter|game=Black Mesa}} This is model with blue [[point_spotlight|spotlight]] with no ability to be customized. This is probably hologram emitter that was planned to be used in the "Hazard Course" chapter, which wasn't ever released.
[[File:env_holo_emitter_with_weapon.jpg|200px|right|thumb|Weapon hologram emitter (concept).]]
{{important|You need {{ent|point_template}} to spawn this entity, otherwise the game will crash with this error message.
{{This is a|point entity|name=env_holo_emitter|game=Black Mesa}} Represents blue hologram emitter. It was presumably intended to emit holograms of weapons in multiplayer that a player can pick up to get a weapon. This is indicated by the presence of the entity model in the '''items''' folder, disabled collision (by default) and the presence of hologram models for the [[Weapon crossbow (Black Mesa)|crossbow]], [[Weapon tau (Black Mesa)|tau]], [[Weapon glock (Black Mesa)|glock]], [[Weapon frag (Black Mesa)|grenade]], [[Weapon mp5 (Black Mesa)|MP5]] and [[Weapon shotgun (Black Mesa)|shotgun]].
<gallery mode=nolines heights=256px widths=384px>
File:Holoemitcrash4.png|The error message.
</gallery>
}}


==Keyvalues==
{{bug|hidetested=1|You need {{ent|point_template}} to spawn this entity, otherwise the game will crash with the precache error message.
{{KV|[[Skin]]|intn=skin|int|Some models have multiple skins. This value selects from the index, starting with 0.}}
{{expand|title=Not precached error|
{{KV|Collisions|intn=solid|choices|Method of collision for this entity.<!--
[[File:Holoemitcrash4.png]]
-->{{Expand|title=Choices|margin_left=2em|
}}}}
:*'''0''': None
:*'''1''': BSP ([[QPhysics]])
:*'''2''': [[Bounding box|Bounding Box]]
:*'''3''': Oriented Bounding Box (Use for runtime spawned rotated brush entities)
:*'''4''': Oriented Bounding Box, constrained to [[QAngle|Yaw]] only
:*'''5''': Custom/Test (Usually no collision with anything)
:*'''6''': [[VPhysics]]}}
}}
 
{{KV|[[Hitbox]] Set|intn=hitboxset|string|Sets the {{Ent|$hboxset}} to use.}}
{{KV|Body Group|intn=body or SetBodyGroup|int|Sets the the active {{Ent|$bodygroup}}.}}
{{KV|Model Index|intn=modelindex|short|Given the number index from dumping the <code>cl_precacheinfo modelprecache</code> table, sets entity model to the index. {{warning|If an entity has animations that ''will be'' played, then the set model also must have its own sequences, else the game crashes.}}|nofgd=1}}
{{KV|Model Scale|intn=modelscale|float|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.{{warning|Negative or extremely high values can cause crashes!}}{{note|Scale may not appear in {{hammer4|2}}, but will appear in-game (tested in {{dods}}). This is fixed in {{hammer++|2}}.}}|since=EP2}}
{{KV|Texture Frame|intn=texframeindex|int|The initial frame number for all animated textures on this entity.|nofgd=1}}
{{KV|Start Fade Distance|intn=fademindist|float|Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{KV|End Fade Distance|intn=fademaxdist|float|Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.}}
{{KV|Fade Scale|intn=fadescale|float|If specified in the {{Ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{Ent|$noforcedfade}}.}}
{{KV|FX Amount/Transparency (0–255)|intn=renderamt|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}}
{{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.}}
{{KV Render FX}}
{{KV Rendermode}}
{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}}
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not {{Ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The {{Ent|info_lighting_relative}} from which to sample lighting instead of the entity's origin. Use <tt>Lighting Origin</tt> instead.|deprecated=1}}
{{KV BaseEntity|base=1}}


== Inputs ==
== Inputs ==
{{IO|TurnOn|param=void|Turns spotlight on.}}
{{I|TurnOn|param=void|Turns spotlight on.}}
{{IO|TurnOff|param=void|Turns spotlight off.}}
{{I|TurnOff|param=void|Turns spotlight off.}}
{{IO|skin|param=int|Selects a [[skin]] from the model's index, starting with 0.}}
{{IO|Color|param=color255|Sets value for {{code|Color}} property.}}
{{IO|Alpha|param=integer|Sets value for {{code|Alpha}} property.}}
{{IO|SetBodyGroup|param=int|Sets the the active {{ent|$bodygroup}}.}}
{{IO|Ignite|Makes the entity catch on fire indefinitely.}}
{{IO|IgniteLifetime|param=float|Makes the entity catch on fire for a given amount of time.}}
{{IO|IgniteNumHitboxFires|param=int|Makes the entity catch on fire with a given number of [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.|removed={{l4d2}}}}
{{IO|IgniteHitboxFireScale|param=float|Makes the entity catch on fire with a given scale for [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.|removed={{l4d2}}}}
{{IO|BecomeRagdoll|Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains {{ent|$collisionjoints}}. For other models, {{ent|phys_convert}} can be used instead.}}
{{IO|SetLightingOrigin|param=targetname|Sets the entity's lighting origin to use this entity's position.}}
{{IO|SetLightingOriginHack|param=targetname|Offsets the entity's lighting origin by their distance from an {{ent|info_lighting_relative}}. Use <code>SetLightingOrigin</code> instead.|deprecated=1|removed={{l4d}}}}
{{IO|fademindist|param=float|Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{IO|fademaxdist|param=float|Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{IO|SetModelScale|param=vector|only={{src13}}|Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.{{tip|The <code>modelscale</code> keyvalue can be [[AddOutput]]ed as a workaround for other games with this input missing.}}
:{{warning|Negative or extremely high values can cause crashes!}}}}
{{I BaseEntity|base=1}}
 
==Outputs==
{{IO|OnIgnite|nofgd=1|Fired when the entity catches fire, such as from an {{ent|env_entity_igniter}} or the <code>Ignite</code> inputs.}}
{{O BaseEntity|}}

Latest revision as of 11:51, 27 July 2025

C++ Class hierarchy
CEnv_Holo_Emitter
CBaseAnimating
CBaseEntity
Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
Weapon hologram emitter (concept).

env_holo_emitter is a point entity available in Black Mesa Black Mesa. Represents blue hologram emitter. It was presumably intended to emit holograms of weapons in multiplayer that a player can pick up to get a weapon. This is indicated by the presence of the entity model in the items folder, disabled collision (by default) and the presence of hologram models for the crossbow, tau, glock, grenade, MP5 and shotgun.

Icon-Bug.pngBug:You need point_template to spawn this entity, otherwise the game will crash with the precache error message.
Not precached error

Holoemitcrash4.png

Inputs

TurnOn <void>
Turns spotlight on.
TurnOff <void>
Turns spotlight off.