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:When set to -1 balls won't respawn if the combine power supply flag is checked.
Note:
Note:
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot under supervision.) |
Thunder4ik (talk | contribs) m (→See also: Unicodifying, replaced: See Also → See also) |
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{{O BaseEntity}} | {{O BaseEntity}} | ||
==See | ==See also== | ||
*{{ent|point_combine_ball_launcher}} | *{{ent|point_combine_ball_launcher}} | ||
[[Category:SFX Brush Entities]] | [[Category:SFX Brush Entities]] |
Revision as of 09:33, 8 January 2024
func_combine_ball_spawner
is an e2 available in Half-Life 2,
Portal, and
Portal 2. It's a brush that creates and contains prop_combine_balls. See the combine_ball_generator and combine_ballspawner prefabs for examples of uses.

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.