Func combine ball spawner: Difference between revisions
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In code, it is represented by the
Note:The balls appear normal size when grabbed with the super phys gun.
Note:
Note:
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[[ | {{lang|Func combine ball spawner}} | ||
{{hl2 brush|func_combine_ball_spawner}} It's a brush that creates and contains | [[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}}. | |||
{{ | {{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|Ball count (ballcount)|integer|How many balls will be bouncing around.}} | |||
{{KV|Min ball speed (minspeed)|float|The minimum speed of balls.}} | |||
{{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 (balltype)|choices|Non-functional for this entity. All balls will spawn as the first type.}} | |||
{{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.}} | |||
{{KV BaseEntity|base=1}} | |||
==Inputs== | ==Inputs== | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
{{I BaseEntity|prel4d=1|base=1}} | |||
==Outputs== | ==Outputs== | ||
{{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| | {{IO|OnBallHitBottomSide|Fired when a ball hits the bottom of its container, then bounces back up.}} | ||
{{IO|OnBallHitBottomSide| | {{IO|OnBallHitTopSide|Fired when a ball hits the top of its container, then bounces back down.}} | ||
{{IO|OnBallHitTopSide| | {{IO|OnBallReinserted|Fired when a ball re-enters the container.}} | ||
{{IO|OnBallReinserted| | {{IO|OnFirstBallReinserted|Fired when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something. | ||
{{IO|OnFirstBallReinserted| | |||
{{IO|OnLastBallGrabbed| | {{note|<code>OnBallReinserted</code> will also fire whenever this does.}}}} | ||
[[Category: | {{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


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.

CFuncCombineBallSpawner
class, defined in theprop_combine_ball.cpp
file.
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 radius (ballradius) ([todo internal name (i)]) <float>
- Controls the size of balls. Seems to only make smaller balls.

- 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.

OnBallReinserted
will also fire whenever this does.- OnLastBallGrabbed
- Fired when there's only one ball (remaining), and it is disrupted.

OnBallGrabbed
will also fire whenever this does.