Env entity dissolver: Difference between revisions
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Note:The dissolve will not work on a player. The player entity and any ragdoll left behind when the player is killed are two distinct entities. Using this entity on a live player will kill the player, however.
Note:When dissolving a entity, 10000 damage will be applied to it simultaneously. The damage will be credited (as attacker and inflictor) to the player with the lowest player index.
Note:Dissolving a prop_weighted_cube using this entity will not fire its
(Add note about prop_weighted_cube output) |
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{{ | {{lang|Env entity dissolver}} | ||
[[ | [[File:Hardshock_dissolver.gif|thumb|right|300px|Dissolving a weapon (Heavy electrical).]] | ||
{{base point|env_entity_dissolver}} It can remove a point entity (typically a prop) from the map after a few built-in effects (this entity will not work on [[brush entities]]). If the target is an NPC, it will be killed. Then the target entity's mass is set to zero, turns black and then (depending on what the '''Dissolve Type''' is set to) emits random light particles with a few tesla (lightning) effects. | |||
{{note|The dissolve will not work on a {{ent|player}}. The player entity and any [[ragdoll]] left behind when the player is killed are two distinct entities. Using this entity on a live player ''will'' kill the player, however.''}} | |||
{{note|When dissolving a entity, 10000 damage will be applied to it simultaneously. The damage will be credited (as attacker and inflictor) to the player with the lowest player index.}} | |||
{{note|When dissolving a entity, | |||
{{Portal2}} In Portal 2, the [[Fizzler]] effect will be used, regardless of the <code>Dissolve Type</code> option. | {{Portal2}} In Portal 2, the [[Fizzler]] effect will be used, regardless of the <code>Dissolve Type</code> option. | ||
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{{note|Dissolving a {{ent|prop_weighted_cube}} using this entity will not fire its <code>OnFizzled</code> output. Use the <code>Dissolve</code> input on the cube instead.}} | {{note|Dissolving a {{ent|prop_weighted_cube}} using this entity will not fire its <code>OnFizzled</code> output. Use the <code>Dissolve</code> input on the cube instead.}} | ||
== Keyvalues == | ==Keyvalues== | ||
{{KV|Target to Dissolve (target)|target_destination|Targetname of the entity to dissolve.}} | |||
{{KV|Magnitude (magnitude)|int|How strongly to push away from the center.}} | |||
{{KV|Target to Dissolve|target_destination|Targetname of the entity | {{KV|Dissolve Type (dissolvetype)|choices|Particle effects to be generated when something is dissolved.}} | ||
{{KV|Magnitude|int|How strongly to push away from the center.}} | |||
{{KV|Dissolve Type|choices|Particle effects to be generated when something is dissolved.}} | |||
:{| class=standard-table | :{| class=standard-table | ||
! Literal Value || Description | ! Literal Value || Description | ||
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| 3 || Core effect | | 3 || Core effect | ||
|} | |} | ||
{{KV BaseEntity|css=1}} | |||
== Inputs == | ==Inputs== | ||
{{IO|Dissolve|param=target_destination|Dissolve target, if no target is passed it'll use the target specified in the target field.}} | |||
{{I BaseEntity|prel4d=1}} | |||
{{IO|Dissolve|Dissolve target, if no target is passed it'll use the target specified in the target field. | |||
{{ | |||
==Outputs== | |||
{{O Targetname|l4d=1}} |
Revision as of 15:52, 18 September 2018


Template:Base point It can remove a point entity (typically a prop) from the map after a few built-in effects (this entity will not work on brush entities). If the target is an NPC, it will be killed. Then the target entity's mass is set to zero, turns black and then (depending on what the Dissolve Type is set to) emits random light particles with a few tesla (lightning) effects.


In Portal 2, the Fizzler effect will be used, regardless of the
Dissolve Type
option.

OnFizzled
output. Use the Dissolve
input on the cube instead.Keyvalues
- Target to Dissolve (target) ([todo internal name (i)]) <targetname>
- Targetname of the entity to dissolve.
- Magnitude (magnitude) ([todo internal name (i)]) <integer>
- How strongly to push away from the center.
- Dissolve Type (dissolvetype) ([todo internal name (i)]) <choices>
- Particle effects to be generated when something is dissolved.
Literal Value Description 0 Energy 1 Heavy electrical 2 Light electrical 3 Core effect
Inputs
- Dissolve <targetname >
- Dissolve target, if no target is passed it'll use the target specified in the target field.