Env citadel energy core: Difference between revisions

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[[Image:EnergyCore.jpg|thumb|right|300px|A Citadel Energy Core with Particles]]
{{lang|Env citadel energy core}}
{{hl2 point|env_citadel_energy_core}}
{{distinguish|prop_coreball}} ''(The reactor core ball from Episode One)''
{{distinguish|prop_combine_ball}} ''(Citadel/AR2 energy balls)''
[[File:EnergyCore.jpg|thumb|right|300px|A Citadel Energy Core with Particles]]
{{hl2 point|env_citadel_energy_core}} This is a simple particle effect not prominently displayed but frequently used in the [[Citadel]]. It's most common use is on weapon confiscation devices and ''some'' devices seen transporting energy balls.


==Entity description==
{{code class|CCitadelEnergyCore|citadel_effects.cpp}}
It produces an energy core, as seen in the [[citadel]] or by the secondary attack of the [[weapon_ar2|AR2 pulse rifle]].


{{code class|CCitadelEnergyCore|hl2_dll\citadel_effects.cpp}}
==Flags==
*1: No small particles
*2: Start on


== Keyvalues ==
==Keyvalues==
{{KV Angles}}
{{KV Targetname}}
{{KV Parentname}}
{{KV|Scale|float|Scale of the effect.  1 is the default size, 2 is twice that, etc.}}
{{KV|Scale|float|Scale of the effect.  1 is the default size, 2 is twice that, etc.}}
{{KV BaseEntity|base=1}}


== Flags ==
==Inputs==
* 1 : No small particles
{{IO|StartCharge|param=float|Start charging the core over specified number of seconds.}}
* 2 : Start on
{{IO|StartDischarge|Start discharging the core.}}
{{IO|Stop|param=float|Makes particles fade away within a given number of seconds.}}
{{I BaseEntity|base=1}}


== Inputs ==
==Outputs==
{{I Targetname}}
{{O BaseEntity}}
{{I Parentname}}
{{IO|StartCharge|Start charging the core over specified number of seconds.|param=float}}
{{IO|StartDischarge|Start discharging the core over specified number of seconds.}}
{{IO|Stop|Stops the effect at any point.|param=float}}
 
== Outputs ==
{{O Targetname}}

Revision as of 18:19, 6 September 2018

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Not to be confused with prop_coreball.

(The reactor core ball from Episode One)

Not to be confused with prop_combine_ball.

(Citadel/AR2 energy balls)

A Citadel Energy Core with Particles

Template:Hl2 point This is a simple particle effect not prominently displayed but frequently used in the Citadel. It's most common use is on weapon confiscation devices and some devices seen transporting energy balls.

C++ In code, it is represented by theCCitadelEnergyCoreclass, defined in thecitadel_effects.cppfile.

Flags

  • 1: No small particles
  • 2: Start on

Keyvalues

Scale ([todo internal name (i)]) <float>
Scale of the effect. 1 is the default size, 2 is twice that, etc.


Inputs

StartCharge <floatRedirectInput/float>
Start charging the core over specified number of seconds.
StartDischarge
Start discharging the core.
Stop <floatRedirectInput/float>
Makes particles fade away within a given number of seconds.


Outputs