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(Should work with other games.)
 
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{{LanguageBar}}
{{wrongtitle|title=env_shooter}}
{{tabs|env_shooter|goldsrc=1|source=1|main=source}}
{{CD|CEnvShooter|file1=effects.cpp}}
{{this is a|point entity|name=env_shooter|sprite=1}} It shoots giblets out of its origin. These gibs can be either models or sprites.


== Entity description ==
[[Image:{{PAGENAME}}.png|left]]An entity that shoots [[Wikipedia:gibs|gibs]] out of its origin. These gibs can be either models or sprites. {{clr}}


== Availability ==
{{in game|point}} {{game-base}}
{{in code|class=class_c_env_shooter.html CEnvShooter|file=effects_8cpp-source.html effects.cpp}}


== Keyvalues ==
==Flags==
*{{kv gibshooterbase}}
{{Fl GibshooterBase}}
* '''{{ep1 add|nogibshadows}}'''
{{fl|2|On fire|Creates {{ent|entityflame}} which is parented to gib. Lifetime as long as gib's. {{bug|Doesn't work with {{ent|raggib}}.|tested={{bms}}}}}}
: {{boolean}} If set, shadows from gibs are disabled
{{fl|4|Fade out even when in player's view}}
* '''{{ep1 add|gibgravityscale}}'''
: <float> Gib gravity scale"
: ONLY WORKS FOR POINT GIBS. This field allows you to scale gravity so that gibs fall faster, slower, or not at all."


== Flags ==
==Keyvalues==
*{{fl gibshooterbase}}
{{KV Targetname}}
* 4 : strict remove after lifetime
{{KV|Model|intn=shootmodel|studio|Thing to shoot out. Can be an [[MDL]] or a [[VMT]].}}
{{KV|Material Sound|intn=shootsounds|choices|What sounds play when the gibs are interacted with (shooting, walking on, etc). See {{ent|$surfaceprop}}.
:*<code>-1</code>: None
:*<code>0</code>: Glass
:*<code>1</code>: Wood
:*<code>2</code>: Metal
:*<code>3</code>: Flesh
:*<code>4</code>: Concrete
}}
{{KV|[[Skin]]|intn=skin|int|Some models have multiple skins. This value selects from the index, starting with 0.}}
{{KV|Model Scale|intn=scale|float|Multiplies the size of the <code>gib</code> models. Physics will not be scaled up.}}
{{KV|Gib Gravity Scale|intn=gibgravityscale|float|Scale gravity so that gibs fall faster, slower, or not at all. Only for point gibs.}}
{{KV|Mass|intn=massoverride|float|since=episodic|Force gibs to be a certain mass. Default mass is 200.{{confirm}}}}
{{Expand|title={{bms|4}} only keyvalues|
{{KV|Blood Color|intn=bloodcolor|choices|Blood color for gibs. Appears when a gib touches world geometry. Only for point gibs.
:*-1: None
:*0: Red (Human)
:*1: Yellow (Alien)
:*2: Green (Alien)
:*3: Grey (Mech)
:{{note|No difference between last three. {{ModernConfirm|Can this be fixed ?}}
}}
:{{note|This feature doesn't work with all models.}}
}}
{{KV|Explode on Impact|intn=touchkill|choices|If set to <code>Yes</code> - gib will explode when it touches world geometry. Only for point gibs.
:*0: No
:*1: Yes
}}
{{KV|Explode Damage|intn=gibdamage|float|The amount of damage the gib will do when exploding.}}
{{KV|Explode Sound|intn=gibsound|sound|Sound to play when gib exploding.}}
}}


== Inputs ==
{{KV GibshooterBase}}
*{{i gibshooterbase}}
{{KV|Disable Shadows|intn=nogibshadows|bool|Set to 1 to disable [[render target]] shadows on <code>gibs</code>.}}
{{KV RenderFields}}
{{KV SystemLevelChoice}}


== Outputs ==
==Inputs==
*{{o targetname}}
{{I GibshooterBase}}
{{I RenderFields}}


[[Category:Entities]]
== See Also ==
* {{ent|env_rotorshooter}}
* {{ent|gibshooter}}

Latest revision as of 02:42, 15 June 2025

English (en)Translate (Translate)
C++ Class hierarchy
CEnvShooter
CGibShooter
CBaseEntity
C++ effects.cpp
Env shooter.png

env_shooter is a point entity available in all Source Source games. It shoots giblets out of its origin. These gibs can be either models or sprites.


Flags

Repeatable : [1]
On fire : [2]
Creates entityflame which is parented to gib. Lifetime as long as gib's.
Icon-Bug.pngBug:Doesn't work with raggib.  (tested in: Black Mesa)
Fade out even when in player's view : [4]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Model (shootmodel) <model path>
Thing to shoot out. Can be an MDL or a VMT.
Material Sound (shootsounds) <choices>
What sounds play when the gibs are interacted with (shooting, walking on, etc). See $surfaceprop.
  • -1: None
  • 0: Glass
  • 1: Wood
  • 2: Metal
  • 3: Flesh
  • 4: Concrete
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Model Scale (scale) <float>
Multiplies the size of the gib models. Physics will not be scaled up.
Gib Gravity Scale (gibgravityscale) <float>
Scale gravity so that gibs fall faster, slower, or not at all. Only for point gibs.
Mass (massoverride) <float> (in all games since Half-Life 2: Episode One Half-Life 2: Episode Two)
Force gibs to be a certain mass. Default mass is 200.[confirm]
Black Mesa Black Mesa only keyvalues
Blood Color (bloodcolor) <choices>
Blood color for gibs. Appears when a gib touches world geometry. Only for point gibs.
  • -1: None
  • 0: Red (Human)
  • 1: Yellow (Alien)
  • 2: Green (Alien)
  • 3: Grey (Mech)
Note.pngNote:No difference between last three.
Confirm:Can this be fixed ?
Note.pngNote:This feature doesn't work with all models.
Explode on Impact (touchkill) <choices>
If set to Yes - gib will explode when it touches world geometry. Only for point gibs.
  • 0: No
  • 1: Yes
Explode Damage (gibdamage) <float>
The amount of damage the gib will do when exploding.
Explode Sound (gibsound) <sound>
Sound to play when gib exploding.

GibShooter:

Number of Gibs (m_iGibs) <integer>
Total number of gibs to shoot each time the entity should shoot.
Delay between shots (delay) <float>
Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once.
Gib Angles (Pitch Yaw Roll) (gibangles) <vector3>
The orientation of the spawned gibs.
Max angular velocity (gibanglevelocity) <float>
How fast (degrees/sec) the gibs should spin. They will spin on the x and y axes between 10% and 100% of this speed.
Gib Velocity (m_flVelocity) <float>
Speed of the fired gibs.
Course Variance (m_flVariance) <float>
How much variance in the direction gibs are fired.
Gib Life (m_flGibLife) <float>
Time in seconds for gibs to live +/- 5%.
Lighting Origin (lightingorigin) <targetname>
Select an entity (not info_lighting!) to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.
Physics (simulation) <choices>
How the gibs will be physically simulated.
Disable Shadows (nogibshadows) <boolean>
Set to 1 to disable render target shadows on gibs.

RenderFields:

Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mincpulevel, "High" for maxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mingpulevel, "Very High" for maxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
See also:  cpu_level / gpu_level convars

Inputs

GibShooter:

Shoot
Force the gibshooter to create and shoot a gib.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.

See Also