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Cycler sprite (GoldSrc): Difference between revisions

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{{this is a|model entity|name=cycler_sprite|engine=GoldSrc}} A simple model entity that is intended for previewing sprites. As [[env_sprite (GoldSrc)|env_sprite]] works better for placing sprites in a map (not being removed when loading a saved game), this entity frequently gets relegated to being used to display [[MDL (GoldSrc)|MDLs]] instead in multiplayer games such as {{cs|2}}.
{{this is a|model entity|name=cycler_sprite|engine=GoldSrc}} A simple model entity that is intended for previewing sprites. As [[env_sprite (GoldSrc)|env_sprite]] works better for placing sprites in a map (not being removed when loading a saved game), this entity frequently gets relegated to being used to display [[MDL (GoldSrc)|MDLs]] instead in multiplayer games such as {{cs|2}}.


{{confirm|Not in all GoldSrc games? Not found in {{dmc}} source code in SDK.{{workaround|Use {{ent|env_sprite}} instead. Like this entity, it supports MDLs as well.}} }}
{{confirm|Not in all GoldSrc games? Not found in {{dmc}} source code in SDK.{{workaround|Use {{ent|env_sprite|engine=goldsrc}} instead. Like this entity, it supports MDLs as well.}} }}
== Key Values ==
== Key Values ==
{{Hl1_kv_targetname}}
{{Hl1_kv_targetname}}

Latest revision as of 17:20, 20 November 2025

C++ Class hierarchy
CCyclerSprite
CBaseEntity
C++ h_cycler.cpp

cycler_sprite is a model entity available in all GoldSrc GoldSrc games. A simple model entity that is intended for previewing sprites. As env_sprite works better for placing sprites in a map (not being removed when loading a saved game), this entity frequently gets relegated to being used to display MDLs instead in multiplayer games such as Counter-Strike Counter-Strike.

Confirm:Not in all GoldSrc games? Not found in Deathmatch Classic source code in SDK.
PlacementTip.pngWorkaround:Use env_sprite instead. Like this entity, it supports MDLs as well.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
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.
Model (model) <model path>
Model to display (MDL, BSP, or SPR). Relative to mod folder.
Colormap (colormap) <integer>
Works like the deathmatch recolor system, wherein this KV equals (bottomcolor * 256) + topcolor. This value can be calculated using Half-Life Asset Manager.
Tip.pngTip:In Sven Co-op Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity.
Framerate (framerate) <float>
Rate at which the sprite or model should animate, if at all. For SPR, this is an absolute framerate (max 10), whereas for MDL, this is a scalar.
Render Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. 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.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Render effects
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. Hologram (Distort + fade)


Master (master) <targetname>
Name of a master entity. If the master hasn't been activated, this entity will not activate.

ZHLT:

Copy lighting from (VHLT+) (zhlt_copylight) <targetname>
Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
Tip.pngTip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with zhlt_noclip enabled directly below this model's origin. Texture the top face with black_HIDDEN, and the rest of the faces with SKIP. If the player or any other MDL entity can go above this model, place another identical func_detail above this model's origin to reduce the chance of extraneous models being lit weirdly.
Note.pngNote:Not compatible with entities using the effect flag EF_INVLIGHT.
Model shadows (UMHLT, SDHLT) (zhlt_studioshadow) <boolean>
Enable to cast shadows from MDLs found in the model KV.
Model shadow mode (SDHLT) (zhlt_shadowmode) <choices>
0 - Use Bounding Box
1 - Use triangles (default)
2 - Use Bounding boxes of triangles


See also