Env effectscript: Difference between revisions

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==Keyvalues==
==Keyvalues==
{{KV|Script Model (model)|studio|Model to use for animation sequences. Defaults to <code>models/Effects/teleporttrail.mdl</code>.}}
{{KV|Script Model|intn=model|studio|Model to use for animation sequences. Defaults to <code>models/Effects/teleporttrail.mdl</code>.}}
{{KV|Script File (scriptfile)|string|Name of the script to use for this model. Defaults to <code>scripts/effects/testeffect.txt</code>.}}
{{KV|Script File|intn=scriptfile|string|Name of the script to use for this model. Defaults to <code>scripts/effects/testeffect.txt</code>.}}
{{KV BaseAnimating}}
{{KV Targetname}}
{{KV BaseEntity|css=1}}


==Inputs==
==Inputs==
{{IO|SetSequence|Sets the script model's sequence.|param=string}}
{{IO|SetSequence|Sets the script model's sequence.|param=string}}
{{I BaseAnimating|portal2=1}}
{{I BaseEntity|prel4d=1}}
==Outputs==
{{O BaseAnimating|portal2=1}}
{{O BaseEntity|l4d=1}}


==See also==
==See also==
*[[Creating an Effectscript model]]
*[[Creating an Effectscript model]]
*[[Particle System Overview]]
*[[Particle System Overview]]

Revision as of 13:32, 30 October 2022

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Template:Base point It allows scripting special visual effects via a script file. Two are used in d1_trainstation_05Half-Life 2.

C++ In code, it is represented by theCEnvEffectsScriptclass, defined in theenv_effectsscript.cppfile.

Keyvalues

Script Model (model) <model path>
Model to use for animation sequences. Defaults to models/Effects/teleporttrail.mdl.
Script File (scriptfile) <string>
Name of the script to use for this model. Defaults to scripts/effects/testeffect.txt.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

SetSequence <stringRedirectInput/string>
Sets the script model's sequence.

See also