Env weaponfire: Difference between revisions

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(-added class hierarchy, cleanup)
(added {{lang}})
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{{lang|Env weaponfire|title={{MdCode|oneclick|background=|env_weaponfire}}}}
{{CD|CEnvWeaponfire}}
{{CD|CEnvWeaponfire}}
{{l4d series point|env_weaponfire}} This entity is used to mimic weapon fire from the guns in L4D. It does damage, muzzle flash, tracers, and impact effects. While it is great for intro cinematics, the entity is not 100% faithful to L4D weapon behavior (shots don't penetrate multiple zombies, for example). All effects are done client side, and so bandwidth usage is pretty low but it isn't perfectly in-sync with the server-side damage calculation.
{{l4d series point|env_weaponfire}} This entity is used to mimic weapon fire from the guns in L4D. It does damage, muzzle flash, tracers, and impact effects. While it is great for intro cinematics, the entity is not 100% faithful to L4D weapon behavior (shots don't penetrate multiple zombies, for example). All effects are done client side, and so bandwidth usage is pretty low but it isn't perfectly in-sync with the server-side damage calculation.

Revision as of 23:12, 9 January 2023

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C++ Class hierarchy
CEnvWeaponfire
CPointEntity
CBaseEntity

Template:L4d series point This entity is used to mimic weapon fire from the guns in L4D. It does damage, muzzle flash, tracers, and impact effects. While it is great for intro cinematics, the entity is not 100% faithful to L4D weapon behavior (shots don't penetrate multiple zombies, for example). All effects are done client side, and so bandwidth usage is pretty low but it isn't perfectly in-sync with the server-side damage calculation.

Keyvalues

Target Arc (TargetArc) <float>
The arc that the entity will seach for targets (in degrees)
Target Range (TargetRange) <float>
The distance that the endity will search for targets (in inches)
Target Filter (filtername) <filter>
Filter to use to determine if an entity is a valid target
Damage Modifier (DamageMod) <float>
Used to increase or decrease the amount of damage per shot
Weapon Type (WeaponType) <choices>
Type of weapon for the effects
  • 1 : Assault Rifle
  • 2 : Hunting Rifle
  • 3 : Auto Shotgun
Target Team (TargetTeam) <choices>
Team to shoot at
  • 3 : Zombies
  • 2 : Survivors
  • -1 : Either
Ignore Players (IgnorePlayers) <boolean>
Setting this will make the bullets not harm players.
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

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

EnableDisable:

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