Env gunfire: Difference between revisions
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{{hl2 point|env_gunfire}} | {{hl2 point|env_gunfire}} | ||
==Entity description== | |||
This [[entity]] creates a gunfire effect which can be dynamically controlled and pointed at a target, to give the illusion of a weapon firing without an actual weapon entity being used. The visual effect will be identical to an actual weapon firing, but causes no damage. | This [[entity]] creates a gunfire effect which can be dynamically controlled and pointed at a target, to give the illusion of a weapon firing without an actual weapon entity being used. The visual effect will be identical to an actual weapon firing, but causes no damage. | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV Parentname}} | |||
{{KV EnableDisable}} | |||
{{KV|Target|target_destination|Shoot at this target. REMEMBER - this is an effect only! It does not do damage!}} | |||
{{KV|Min Burst Size|int|Minimum number of rounds in a burst.}} | |||
{{KV|Max Burst Size|int|Maximum number of rounds in a burst.}} | |||
{{KV|Min Delay Between Bursts|float|Minimum delay between bursts. (seconds)}} | |||
{{KV|Max Delay Between Bursts|float|Maximum delay between bursts. (seconds)}} | |||
{{KV|Rate of fire|float|Expressed as rounds per second.}} | |||
{{KV|Bullet spread|int|The 'cone of inaccuracy' of the shots fired by this entity. Expressed as degrees.}} | |||
{{KV|Bullet distribution should be...|choices|The 'cone of inaccuracy' of the shots fired by this entity. Expressed as degrees.}} | |||
:* 1 : Evenly distributed | |||
:* 1 : Biased towards the outside | |||
{{KV|Collision detection|choices|Whether/how to handle bullet collision detection. NOTE: If you select NONE, this entity will be very cheap to use, but all bullets will stop short at their target's position in space and there will be no impact effects. Normal collision detection does the same things NPCs do when they fire their guns (except harm anything).}} | |||
: | :* 1 : None. Cheap performance. | ||
: | :* 1 : Normal collision detection. | ||
{{KV|Shoot Sound|string/choices|Gunfire sound to make.}} | |||
{| class=standard-table | |||
! Literal Value || Description | ! Literal Value || Description | ||
|- | |- | ||
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|} | |} | ||
{{KV|Tracer|choices|Type of tracer to display.}} | |||
: If not set, the default tracer will fire. | |||
: If not set, the default tracer will fire | {| class=standard-table | ||
! Literal value || Description | ! Literal value || Description | ||
|- | |- | ||
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==Inputs== | ==Inputs== | ||
{{I Targetname}} | |||
{{I Parentname}} | |||
{{I EnableDisable}} | |||
==Outputs== | ==Outputs== | ||
{{O Targetname}} | |||
[[Category:Entities]] | [[Category:Entities]] |
Revision as of 06:47, 4 February 2012
Entity description
This entity creates a gunfire effect which can be dynamically controlled and pointed at a target, to give the illusion of a weapon firing without an actual weapon entity being used. The visual effect will be identical to an actual weapon firing, but causes no damage.
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
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- Target ([todo internal name (i)]) <targetname>
- Shoot at this target. REMEMBER - this is an effect only! It does not do damage!
- Bullet spread ([todo internal name (i)]) <integer>
- The 'cone of inaccuracy' of the shots fired by this entity. Expressed as degrees.
- Bullet distribution should be... ([todo internal name (i)]) <choices>
- The 'cone of inaccuracy' of the shots fired by this entity. Expressed as degrees.
- 1 : Evenly distributed
- 1 : Biased towards the outside
- Collision detection ([todo internal name (i)]) <choices>
- Whether/how to handle bullet collision detection. NOTE: If you select NONE, this entity will be very cheap to use, but all bullets will stop short at their target's position in space and there will be no impact effects. Normal collision detection does the same things NPCs do when they fire their guns (except harm anything).
- 1 : None. Cheap performance.
- 1 : Normal collision detection.
- Shoot Sound ([todo internal name (i)]) <string/choices>
- Gunfire sound to make.
Literal Value | Description |
---|---|
Weapon_AR2.NPC_Single | AR2 |
Weapon_SMG1.NPC_Single | SMG1 |
- Tracer ([todo internal name (i)]) <choices>
- Type of tracer to display.
- If not set, the default tracer will fire.
Literal value | Description |
---|---|
AR2TRACER | AR2 |
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.