Env entity dissolver: Difference between revisions
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Note:The dissolve will not work on a player. The player entity and any ragdoll left behind when the player is killed are two distinct entities. Using this entity on a live player will kill the player, however.
Note:When dissolving a entity, 10000 damage will be applied to it simultaneously. The damage will be credited (as attacker and inflictor) to the player with the lowest player index.
Note:In Portal 2, entities dissolved using this entity will not fire their
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{{ | {{LanguageBar}} | ||
{{Ent not in fgd}} | |||
[[File:Hardshock_dissolver.gif|thumb|right|300px|Dissolving a weapon (Heavy electrical).]] | |||
{{CD|CEntityDissolve|file1=EntityDissolve.cpp}} | |||
{{This is a|logical entity|name=env_entity_dissolver}} It can remove a point entity (typically a prop) from the map after a few built-in effects (this entity will not work on [[brush entities]]). If the target is an NPC, it will be killed. Then the target entity's mass is set to zero, turns black and then (depending on what the '''Dissolve Type''' is set to) emits random light particles with a few tesla (lightning) effects. | |||
{{note|The dissolve will not work on a {{ent|player}}. The player entity and any [[ragdoll]] left behind when the player is killed are two distinct entities. Using this entity on a live player ''will'' kill the player, however.''}} | |||
== Keyvalues == | {{note|When dissolving a entity, 10000 damage will be applied to it simultaneously. The damage will be credited (as attacker and inflictor) to the player with the lowest player index.}} | ||
{{Portal2}} In Portal 2, the [[Fizzler]] effect will be used, regardless of the <code>Dissolve Type</code> option. | |||
{{note|In Portal 2, entities dissolved using this entity will not fire their <code>OnFizzled</code> outputs. For [[prop_weighted_cube|cubes]], use the <code>Dissolve</code> input on the cube instead.}} | |||
==Keyvalues== | |||
{{KV Targetname}} | |||
:{| | {{KV|Target to Dissolve|intn=target|target_destination|Targetname of the entity to dissolve.}} | ||
{{KV|Magnitude|intn=magnitude|int|How strongly to push away from the center.}} | |||
{{KV|Dissolve Type|intn=dissolvetype|choices|Particle effects to be generated when something is dissolved.}} | |||
:{| class=standard-table | |||
! Literal Value || Description | ! Literal Value || Description | ||
|- | |- | ||
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| 2 || Light electrical | | 2 || Light electrical | ||
|- | |- | ||
| 3 || Core | | 3 || Core effect | ||
|} | |} | ||
== Inputs == | ==Inputs== | ||
{{I|Dissolve|param=target_destination|Dissolve target, if no target is passed it'll use the target specified in the target field.}} | |||
Latest revision as of 04:22, 29 April 2025


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CEntityDissolve |
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env_entity_dissolver
is a logical entity available in all Source games. It can remove a point entity (typically a prop) from the map after a few built-in effects (this entity will not work on brush entities). If the target is an NPC, it will be killed. Then the target entity's mass is set to zero, turns black and then (depending on what the Dissolve Type is set to) emits random light particles with a few tesla (lightning) effects.


In Portal 2, the Fizzler effect will be used, regardless of the
Dissolve Type
option.

OnFizzled
outputs. For cubes, use the Dissolve
input on the cube instead.Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Target to Dissolve (target) <targetname>
- Targetname of the entity to dissolve.
- Magnitude (magnitude) <integer>
- How strongly to push away from the center.
- Dissolve Type (dissolvetype) <choices>
- Particle effects to be generated when something is dissolved.
Literal Value Description 0 Energy 1 Heavy electrical 2 Light electrical 3 Core effect
Inputs
- Dissolve <targetname >
- Dissolve target, if no target is passed it'll use the target specified in the target field.