This article's documentation is for anything that uses the Source engine. Click here for more information.

Gibshooter: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(created in raw form)
 
(Add spawnflag 4 and confirm note for entity removal after fire since that doesn't happen in css)
 
(27 intermediate revisions by 13 users not shown)
Line 1: Line 1:
An entity that shoots out gibs. Style of body part depends on language type.
{{LanguageBar}}
{{Tabs|goldsrc=1|source=1|main=source|gibshooter}}
{{CD|CGibShooter|file1=effects.cpp}}
{{this is a|point entity|name=gibshooter|sprite=1}} It shoots out giblets. Style of body part depends on language type.{{clarify}}<!--Is this referring to HL1's German censorship???-->
{{note|This entity is fairly outdated. New games use [[Env_shooter]] instead.}}
{{note|In {{bms|4}} differs from other games in that this entity shoots out giblets of a [[npc_human_scientist|male scientist]]. The best example is the scene in bm_c1a2b.}}
{{altnames|name1=env_gibshooter|game={{bms|2}}}}


==KEYS==


Name targetname <target_source> The name that other entities refer to this entity by.
{{clr}}


Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
==Flags==
{{Fl GibshooterBase}}
{{fl|4|Fade out even when in player's view|nofgd=1}}


Gib Direction (Pitch Yaw Roll) angles <string> The direction the gibs will fly.
==Keyvalues==
{{KV Targetname}}
{{KV GibshooterBase}}


Number of Gibs m_iGibs <integer> Total number of gibs to shoot each time it's activated.
==Inputs==
{{I GibshooterBase}}
{{important|This entity will be removed after this input.}}
{{confirm|To which games does this apply? In {{css}} it is not removed.}}


Delay between shots delay <string> Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once.
== See Also ==
 
* {{ent|env_shooter}}
Gib Angles (Pitch Yaw Roll) gibangles <string> The orientation of the spawned gibs.
* {{ent|env_rotorshooter}}
 
Gib Velocity m_flVelocity <integer> Speed of the fired gibs
 
Course Variance m_flVariance <string> How much variance in the direction gibs are fired.
 
Gib Life m_flGibLife <string> Time in seconds for gibs to live +/- 5%
 
spawnflags spawnflags <flags>
 
 
==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.
 
Shoot Force the gibshooter to create and shoot a gib.
 
 
==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 05:04, 17 November 2024

English (en)Translate (Translate)
C++ Class hierarchy
CGibShooter
CBaseEntity
C++ effects.cpp
Gibshooter.png

gibshooter is a point entity available in all Source Source games. It shoots out giblets. Style of body part depends on language type.[Clarify]

Note.pngNote:This entity is fairly outdated. New games use Env_shooter instead.
Note.pngNote:In Black Mesa Black Mesa differs from other games in that this entity shoots out giblets of a male scientist. The best example is the scene in bm_c1a2b.
AltNames.pngAltNames: In Black Mesa Black Mesa, this entity is also tied to env_gibshooter.


Flags

Repeatable : [1]
Fade out even when in player's view : [4] !FGD

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

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.

Inputs

GibShooter:

Shoot
Force the gibshooter to create and shoot a gib.
Icon-Important.pngImportant:This entity will be removed after this input.
Confirm:To which games does this apply? In Counter-Strike: Source it is not removed.

See Also