Env rotorshooter: Difference between revisions
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== Keyvalues == | == Keyvalues == | ||
{{KV|Model|studio|Thing to shoot out. Can be a .mdl or a .vmt.}} | {{KV|Model|studio|Thing to shoot out. Can be a .mdl or a .vmt.}} | ||
{{KV|Material Sound|choices}} | {{KV|Material Sound|choices|What sounds play when the gibs are interacted with (shooting, walking on, etc). See [[$surfaceprop]].}} | ||
:{| class=standard-table | :{| class=standard-table | ||
! Value || Description | ! Value || Description | ||
Line 19: | Line 19: | ||
| <code>4</code> || Concrete | | <code>4</code> || Concrete | ||
|} | |} | ||
{{KV|Simulate|choices | {{KV|Simulate|choices|Physics of the gibs | ||
:* 0 : Point | :* 0 : Point | ||
:* 1 : Physics | :* 1 : Physics | ||
:* 2 : Ragdoll | :* 2 : Ragdoll}} | ||
{{KV|Gib Skin|integer|Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter.}} | {{KV|Gib Skin|integer|Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter.}} | ||
{{KV|Time Under Rotor|float|The average time it has to be under the rotor before it shoots a gib.}} | {{KV|Time Under Rotor|float|The average time it has to be under the rotor before it shoots a gib.}} |
Revision as of 20:01, 27 May 2018
Template:Base point It creates gibs when it's within the influence of a helicopter's rotor wash. (Is probably used for stirring up dust sprites from beneath a helicopter.)
Keyvalues
- Model ([todo internal name (i)]) <model path>
- Thing to shoot out. Can be a .mdl or a .vmt.
- Material Sound ([todo internal name (i)]) <choices>
- What sounds play when the gibs are interacted with (shooting, walking on, etc). See $surfaceprop.
Value Description -1
None 0
Glass 1
Wood 2
Metal 3
Flesh 4
Concrete
- Simulate ([todo internal name (i)]) <choices>
- Physics of the gibs
- 0 : Point
- 1 : Physics
- 2 : Ragdoll
- Gib Skin ([todo internal name (i)]) <integer>
- Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter.
- Time Under Rotor ([todo internal name (i)]) <float>
- The average time it has to be under the rotor before it shoots a gib.
- Time variance ([todo internal name (i)]) <float>
- The random amount to vary the time it has to be under the rotor before it shoots a gib.
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, allgibs
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
gib
s spawned by this shooter, instead of their own origins.
- Physics (simulation) <choices>
- How the
gibs
will be physically simulated.
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- 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.
Flags
- 2 : On fire
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 than0
.
- Color <color255 >
- Sets an RGB color for the entity.