Cycler: Difference between revisions

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An entity used to display a model for testing purposes. Shooting it with cycle through the model's animations.
{{LanguageBar}}
{{TabsBar|main=gs|base=Cycler}}
{{This is a|model entity|name=cycler|game=Half-Life: Source|game1=Half-Life 2 series|game2=Portal series|game3=Counter-Strike series}}


==KEYS==
{{CD|CGenericCycler|file1=h_cycler.cpp}}
It is used to display a model for testing purposes. Shooting it will cycle through the model's animations.


Name targetname <target_source> The name that other entities refer to this entity by.
{{Important|This is a debug entity. For mapping purposes use {{ent|prop_dynamic}} or {{ent|prop_dynamic_override}} instead.}}
{{altnames|name1=model_studio}}


Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
== Keyvalues ==
{{KV Targetname}}
{{KV Model}}


Pitch Yaw Roll (Y Z X) angles <angle> 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.
== Flags ==
{{fl|1|Not Solid}}


Render FX renderfx <choices>
== Inputs ==
{{I|SetSequence|Sets the cycler's sequence.|param=string}}


Render Mode rendermode <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
== See also ==
 
* {{ent|cycler_actor}} - Special cycler entity for NPCs.
FX Amount (0 - 255) renderamt <integer> The FX amount is used by the selected Render Mode.
 
FX Color (R G B) rendercolor <color255> The FX color is used by the selected Render Mode.
 
Disable Receiving Shadows disablereceiveshadows <choices>
 
spawnflags spawnflags <flags>
 
Model model <studio>
 
Skin skin <integer> Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.
 
Sequence sequence <integer> Default animation sequence for the model to be playing after spawning.
 
 
==INPUTS==
 
Kill Removes this entity from the world.
 
KillHierarchy Removes this entity and all its children from the world.
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
SetParent <string> Changes the entity's parent in the movement hierarchy.
 
SetParentAttachment <string> Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
 
ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
SetSequence <string> Sets the cycler's sequence.
 
Alpha <integer> Sets the cycler's alpha value.
 
 
==OUTPUTS==
 
OnUser1 Fired in response to FireUser1 input.
 
OnUser2 Fired in response to FireUser2 input.
 
OnUser3 Fired in response to FireUser3 input.
 
OnUser4 Fired in response to FireUser4 input.

Latest revision as of 11:24, 19 May 2025

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cycler is a model entity available in Half-Life: Source Half-Life: Source, Half-Life 2 series Half-Life 2 series, Portal series Portal series, and Counter-Strike seriesCounter-Strike series Counter-Strike series.

C++ Class hierarchy
CGenericCycler
CCycler
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
C++ h_cycler.cpp

It is used to display a model for testing purposes. Shooting it will cycle through the model's animations.

Icon-Important.pngImportant:This is a debug entity. For mapping purposes use prop_dynamic or prop_dynamic_override instead.
AltNames.pngAltNames: This entity is also tied to model_studio.

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

World Model (model) <model path>[ Edit ]
In-game 3D representation of the entity to display. This is the path to a MDL relative to the game's root directory. (128 character limit)

Flags

Not Solid : [1]

Inputs

SetSequence <stringRedirectInput/string>
Sets the cycler's sequence.

See also