Env blood: Difference between revisions

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m (Robot: fixing template case.)
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==Inputs==
==Inputs==
*{{i targetname}}
*{{I Targetname}}
*{{I Parentname}}
*{{I Parentname}}
*'''EmitBlood'''
*'''EmitBlood'''

Revision as of 19:36, 19 January 2009

Template:Wrongtitle Template:Base point

Entity Description

An entity used to spawn blood effects.

Availability

Template:In game Template:Game-base In code it is represented by class CBlood, defined in effects.cpp.

Keys

<angle> The general direction that the blood should spray and the direction to trace to apply the decal.
  • color
<choices> Blood color:
Literal value Description
0 Red (Human)
1 Yellow (Alien)
  • amount
<float> Amount of blood (damage to simulate)

Flags

  • 1 : Random Direction
  • 2 : Blood Stream
  • 4 : On Player
  • 8 : Spray decals

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • EmitBlood
Triggers the blood effect.

Outputs