Env blood: Difference between revisions
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{{lang|Env blood}} | {{lang|Env blood}} | ||
[[File: | [[File:Env_blood.gif|thumb|250px|<code>env_blood</code> demonstration in 2 different variations. (without and with the "Spray decals" flag)]] | ||
{{base point|env_blood}} It is used to spawn blood effects. By default, the <code>env_blood</code> creates an animated splash of blood at its [[origin]] when triggered; however, the <code>env_blood</code> can be set up to spray blood decals onto nearby objects. This entity will only function through [[input]]s. | {{base point|env_blood}} It is used to spawn blood effects. By default, the <code>env_blood</code> creates an animated splash of blood at its [[origin]] when triggered; however, the <code>env_blood</code> can be set up to spray blood decals onto nearby objects. This entity will only function through [[input]]s. | ||
Revision as of 15:42, 26 January 2021
Template:Base point It is used to spawn blood effects. By default, the env_blood
creates an animated splash of blood at its origin when triggered; however, the env_blood
can be set up to spray blood decals onto nearby objects. This entity will only function through inputs.
Does not appear to work properly in Team Fortress 2. The blood texture is missing.
Flags
- 1: Random Direction
- 2: Blood Stream
- 4: On Player
- 8: Spray decals
- 16: Cloud !FGD - Emits a much larger cloud of blood.
- 32: Drops !FGD - Splashes large blood drops.
- 64: Gore !FGD - Emits an effect similar to Cloud but smaller.
Keyvalues
- Spray Direction (Pitch Yaw Roll) (spraydir) ([todo internal name (i)]) <angle>
- The general direction that the blood should spray and the direction to trace to apply the decal.
- Blood Color (color) ([todo internal name (i)]) <choices>
- Color of the spraying blood.
- 0: Red (Human)
- 1: Yellow (Alien)
- Amount of blood (damage to simulate) (amount) ([todo internal name (i)]) <float>
- Intensity of the blood spray.
Inputs
- EmitBlood
- Emits the blood effect.