Func combine ball spawner: Difference between revisions

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(→‎Outputs: fixed the outputs)
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==Outputs==
==Outputs==
* {{O Targetname}}
{{O Targetname}}
* '''OnBallGrab'''
{{IO|OnBallGrabbed|Fires when a ball is disrupted and considered outside the container, normally by punting or pulling with the gravity gun. [[!activator]] is the prop_combine_ball.}}
{{TODO|Write what it does.}}
{{IO|OnBallHitBottomSide|Fires when a ball hits the bottom of its container, then bounces back up.}}
:{{activator|prop_combine_ball}}
{{IO|OnBallHitTopSide|Fires when a ball hits the top of its container, then bounces back down. {{note|This and the output above do not fire if the ball is disrupted.}}}}
* '''OnBallHitBottomSide'''
{{IO|OnBallReinserted|Fires when a ball re-enters the container.}}
{{TODO|Write what it does.}}
{{IO|OnFirstBallReinserted|Fires when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something.{{note|<code>OnBallReinserted</code> will also fire whenever this does.}}}}
:{{activator|prop_combine_ball}}
{{IO|OnLastBallGrabbed|Fires when there's only one ball (remaining), and it is disrupted.{{note|<code>OnBallGrabbed</code> will also fire whenever this does.}}}}
* '''OnBallHitTopSide'''
{{TODO|Write what it does.}}
:{{activator|prop_combine_ball}}
* '''OnBallReinserted'''
{{TODO|Write what it does.}}
:{{activator|prop_combine_ball}}
* '''OnFirstBallReinserted'''
{{TODO|Write what it does.}}
:{{activator|prop_combine_ball}}
[[Category:Entities]][[Category:Brush Entities]]
[[Category:Entities]][[Category:Brush Entities]]

Revision as of 21:19, 28 May 2018

Template:Hl2 brush

Entity description

A volumetric trigger that creates combine balls.

See the combine_ball_generator and combine_ballspawner prefabs for examples of uses.

For the point entity variant, see point_combine_ball_launcher.

Availability

Template:In game Template:Game Template:In code

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

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
  • ballcount
<integer> This is how many balls will be bouncing around inside the spawner.
  • minspeed
<float> The minimum speed of balls that fly in the spawner.
  • maxspeed
<float> The maximum speed of balls that fly in the spawner.
  • ballradius
<float> The radius of the energy balls.
  • balltype
<choices>
Literal Value Description
0 Combine Energy Ball 1
1 Combine Energy Ball 2
2 Combine Energy Ball 3
  • ballrespawntime
<float> The energy balls' respawn time.

Flags

  • 4096 : Start Inactive
  • 8192 : Combine Power Supply
If set, combine balls will bounce in this entity's volume.

Inputs

  • Enable
  • Disable

Outputs

OnBallGrabbed
Fires when a ball is disrupted and considered outside the container, normally by punting or pulling with the gravity gun. !activator is the prop_combine_ball.
OnBallHitBottomSide
Fires when a ball hits the bottom of its container, then bounces back up.
OnBallHitTopSide
Fires when a ball hits the top of its container, then bounces back down.
Note.pngNote:This and the output above do not fire if the ball is disrupted.
OnBallReinserted
Fires when a ball re-enters the container.
OnFirstBallReinserted
Fires when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something.
Note.pngNote:OnBallReinserted will also fire whenever this does.
OnLastBallGrabbed
Fires when there's only one ball (remaining), and it is disrupted.
Note.pngNote:OnBallGrabbed will also fire whenever this does.