Func combine ball spawner: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (removed {{DISPLAYTITLE}}, covered by the hl2 brush template)
(updates)
Line 1: Line 1:
[[Image:Citadel_energy_ball.jpg|200px|right|thumbnail|An energy ball pulled from a func_combine_ball_spawner (left). In the back is another place using the same entity.]]
{{lang|Func combine ball spawner}}
{{hl2 brush|func_combine_ball_spawner}} It's a brush that creates and contains [[prop_combine_ball]]s, but not ones fired from an [[AR2]]. See the [[combine_ball_generator]] and [[combine_ballspawner]] prefabs for examples of uses. For the [[point entity]] variant, see [[point_combine_ball_launcher]].
[[File:Citadel_energy_ball.jpg|200px|right|thumbnail|An energy ball pulled from a func_combine_ball_spawner (left). The ball spawners behind the soldiers use the same entity, with different settings.]]
{{hl2 brush|func_combine_ball_spawner}} It's a brush that creates and contains {{ent|prop_combine_ball}}s. See the [[combine_ball_generator]] and [[combine_ballspawner]] prefabs for examples of uses. For the [[point entity]] variant, see {{ent|point_combine_ball_launcher}}.


{{in code|class=class_c_func_combine_ball_spawner.html CFuncCombineBallSpawner|file=prop__combine__ball_8cpp-source.html hl2_dll\prop_combine_ball.cpp}}
{{code class|CFuncCombineBallSpawner|prop_combine_ball.cpp}}
 
==Flags==
*4096: Start Inactive
*8192: Combine Power Supply
:If set, balls will bounce as if in a power generator, like in {{ent|d3_c17_10b}} (Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the Citadel.


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV|Ball count (ballcount)|integer|How many balls will be bouncing around.}}
{{KV Angles}}
{{KV|Min ball speed (minspeed)|float|The minimum speed of balls.}}
{{KV Global}}
{{KV|Max ball speed (maxspeed)|float|The maximum speed of balls.}}
{{KV|Ball count|integer|How many balls will be bouncing around.}}
{{KV|Ball radius (ballradius)|float|Controls the size of balls. Seems to only make smaller balls.
{{KV|Min ball speed|float|The minimum speed of balls.}}
{{KV|Max ball speed|float|The maximum speed of balls.}}
{{KV|Ball radius|float|Controls the size of balls. Seems to only make smaller balls. {{note|The balls appear normal size when grabbed with the super phys gun.}}}}
{{KV|Ball Type|choices|Where do these balls come from? Seems like it would be for [[filter_combineball_type]], but testing seems to indicate this keyvalue only makes 0 balls.}}
:{| class=standard-table
! Value || Description
|-
| 0 || Combine Energy Ball 1
|-
| 1 || Combine Energy Ball 2
|-
| 2 || Combine Energy Ball 3
|}
{{KV|Ball Respawn Time|float|When balls explode, wait this long until spawning new balls.}}


==Flags==
{{note|The balls appear normal size when grabbed with the super phys gun.}}}}
* 4096 : Start Inactive
{{KV|Ball Type (balltype)|choices|Non-functional for this entity. All balls will spawn as the first type.}}
* 8192 : Combine Power Supply
{{KV|Ball Respawn Time (ballrespawntime)|float|When balls explode (from being outside the field for too long) for an amount of time, wait this long until spawning new balls.}}
:If set, balls will bounce as if in a power generator, like in {{ent|d3_c17_10b}} (Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the Citadel.
{{KV BaseEntity|base=1}}


==Inputs==
==Inputs==
{{I Targetname}}
{{I EnableDisable}}
{{I EnableDisable}}
{{I BaseEntity|prel4d=1|base=1}}


==Outputs==
==Outputs==
{{O Targetname}}
{{IO|OnBallGrabbed|Fired when a ball is disrupted and considered outside the container, normally by punting or pulling with the gravity gun. {{ent|!activator}} is the {{ent|prop_combine_ball}}.}}
{{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.}}
{{IO|OnBallHitBottomSide|Fired when a ball hits the bottom of its container, then bounces back up.}}
{{IO|OnBallHitBottomSide|Fires when a ball hits the bottom of its container, then bounces back up.}}
{{IO|OnBallHitTopSide|Fired when a ball hits the top of its container, then bounces back down.}}
{{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.}}}}
{{IO|OnBallReinserted|Fired when a ball re-enters the container.}}
{{IO|OnBallReinserted|Fires when a ball re-enters the container.}}
{{IO|OnFirstBallReinserted|Fired when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something.
{{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.}}}}
 
{{IO|OnLastBallGrabbed|Fires when there's only one ball (remaining), and it is disrupted.{{note|<code>OnBallGrabbed</code> will also fire whenever this does.}}}}
{{note|<code>OnBallReinserted</code> will also fire whenever this does.}}}}
[[Category:Entities]][[Category:Brush Entities]][[category:SFX_Brush_Entities]]
{{IO|OnLastBallGrabbed|Fired when there's only one ball (remaining), and it is disrupted.
 
{{note|<code>OnBallGrabbed</code> will also fire whenever this does.}}}}
{{O BaseEntity}}
 
[[Category:SFX Brush Entities]]

Revision as of 18:19, 8 September 2018

English (en)Translate (Translate)
An energy ball pulled from a func_combine_ball_spawner (left). The ball spawners behind the soldiers use the same entity, with different settings.

Template:Hl2 brush It's a brush that creates and contains prop_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.

C++ In code, it is represented by theCFuncCombineBallSpawnerclass, defined in theprop_combine_ball.cppfile.

Flags

  • 4096: Start Inactive
  • 8192: Combine Power Supply
If set, balls will bounce as if in a power generator, like in d3_c17_10b (Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the Citadel.

Keyvalues

Ball count (ballcount) ([todo internal name (i)]) <integer>
How many balls will be bouncing around.
Min ball speed (minspeed) ([todo internal name (i)]) <float>
The minimum speed of balls.
Max ball speed (maxspeed) ([todo internal name (i)]) <float>
The maximum speed of balls.
Ball radius (ballradius) ([todo internal name (i)]) <float>
Controls the size of balls. Seems to only make smaller balls.
Note.pngNote:The balls appear normal size when grabbed with the super phys gun.
Ball Type (balltype) ([todo internal name (i)]) <choices>
Non-functional for this entity. All balls will spawn as the first type.
Ball Respawn Time (ballrespawntime) ([todo internal name (i)]) <float>
When balls explode (from being outside the field for too long) for an amount of time, wait this long until spawning new balls.


Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.


Outputs

OnBallGrabbed
Fired 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
Fired when a ball hits the bottom of its container, then bounces back up.
OnBallHitTopSide
Fired when a ball hits the top of its container, then bounces back down.
OnBallReinserted
Fired when a ball re-enters the container.
OnFirstBallReinserted
Fired 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
Fired when there's only one ball (remaining), and it is disrupted.
Note.pngNote:OnBallGrabbed will also fire whenever this does.