Env blood: Difference between revisions

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[[File:BloodCloud.jpg|thumb|260px|An env_blood with default settings emitting a cloud of blood]]
{{lang|Env blood}}
[[File:BloodCloud.jpg|thumb|260px|An <code>env_blood</code> with default settings emitting blood.]]
{{base point|env_blood}} It is used to spawn blood effects. By default, the <code>env_blood</code> creates an animated splash of blood at its [[origin]] when triggered; however, the <code>env_blood</code> can be set up to spray blood decals onto nearby objects. This entity will only function through [[input]]s.


{{base point|env_blood}}
Does not appear to work properly in [[Team Fortress 2]]. The blood texture is missing.


==Entity description==
It is used to spawn blood effects. By default, the env_blood creates an animated cloud of blood at its [[origin]] when triggered; however, the env_blood can be set up to spray blood decals onto nearby objects. This entity will only function through [[input]]s.
{{code class|CBlood|effects.cpp}}
{{code class|CBlood|effects.cpp}}


Does not appear to work properly in [[Team Fortress 2]]. The blood texture is missing.
==Flags==
 
*1: Random Direction
== Keyvalues ==
*2: Blood Stream
{{KV|Spray Direction (Pitch Yaw Roll)|angle|The general direction that the blood should spray and the direction to trace to apply the decal.}}
*4: On Player
{{KV|Blood Color|choices|Color of the spraying blood.}}
*8: Spray [[decals]]
:* 0 : Red (Human)
*16: Cloud {{not in FGD}} - Emits a much larger cloud of blood.
:* 1 : Yellow (Alien)
*32: Drops {{not in FGD}} - Splashes large blood drops.
{{KV|Amount of blood (damage to simulate)|string|Intensity of the blood spray.}}
*64: Gore {{not in FGD}} - Emits an effect similar to ''Cloud'' but smaller.
{{KV Targetname}}
{{KV Parentname}}


== Flags ==
==Keyvalues==
* 1 : Random Direction
{{KV|Spray Direction (Pitch Yaw Roll) (spraydir)|angle|The general direction that the blood should spray and the direction to trace to apply the decal.}}
* 2 : Blood Stream
{{KV|Blood Color (color)|choices|Color of the spraying blood.
* 4 : On Player
:*0: Red (Human)
* 8 : Spray decals
:*1: Yellow (Alien)}}
{{KV|Amount of blood (damage to simulate) (amount)|float|Intensity of the blood spray.}}
{{KV BaseEntity|css=1}}


== Inputs ==
==Inputs==
{{IO|EmitBlood|Triggers the blood effect.}}
{{IO|EmitBlood|Emits the blood effect.}}
{{I Targetname}}
{{I BaseEntity|prel4d=1}}
{{I Parentname}}


== Outputs ==
==Outputs==
{{O Targetname}}
{{O BaseEntity|l4d=1}}

Revision as of 05:11, 23 September 2018

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An env_blood with default settings emitting blood.

Template:Base point It is used to spawn blood effects. By default, the env_blood creates an animated splash of blood at its origin when triggered; however, the env_blood can be set up to spray blood decals onto nearby objects. This entity will only function through inputs.

Does not appear to work properly in Team Fortress 2. The blood texture is missing.

C++ In code, it is represented by theCBloodclass, defined in theeffects.cppfile.

Flags

  • 1: Random Direction
  • 2: Blood Stream
  • 4: On Player
  • 8: Spray decals
  • 16: Cloud !FGD - Emits a much larger cloud of blood.
  • 32: Drops !FGD - Splashes large blood drops.
  • 64: Gore !FGD - Emits an effect similar to Cloud but smaller.

Keyvalues

Spray Direction (Pitch Yaw Roll) (spraydir) ([todo internal name (i)]) <angle>
The general direction that the blood should spray and the direction to trace to apply the decal.
Blood Color (color) ([todo internal name (i)]) <choices>
Color of the spraying blood.
  • 0: Red (Human)
  • 1: Yellow (Alien)
Amount of blood (damage to simulate) (amount) ([todo internal name (i)]) <float>
Intensity of the blood spray.


Inputs

EmitBlood
Emits the blood effect.


Outputs