Func combine ball spawner: Difference between revisions

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{{O BaseEntity}}
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==See Also==
==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

An energy ball pulled from a spawner (to the left). The ball spawners behind the soldiers use the same entity, with different settings.

func_combine_ball_spawner is an e2 available in Half-Life 2 Half-Life 2, Portal Portal, and Portal 2 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.

C++ In code, it is represented by theCFuncCombineBallSpawnerclass, defined in theprop_combine_ball.cppfile.

Flags

  • 4096: Start Inactive
  • 8192: Combine Power Supply
If set, balls will bounce as if in a power generator, like in d3_c17_10bHalf-Life 2 (Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the Citadel.

Keyvalues

Ball count (ballcount) ([todo internal name (i)]) <integer>
How many balls will be bouncing around.
Min ball speed (minspeed) ([todo internal name (i)]) <float>
The minimum speed of balls.
Max ball speed (maxspeed) ([todo internal name (i)]) <float>
The maximum speed of balls.
Ball radius (ballradius) ([todo internal name (i)]) <float>
Controls the size of balls. Seems to only make smaller balls.
Note.pngNote:The balls appear normal size when grabbed with the super phys gun.
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.
Note.pngNote:When set to -1 balls won't respawn if the combine power supply flag is checked.


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.
Note.pngNote:OnBallReinserted will also fire whenever this does.
OnLastBallGrabbed
Fired when there's only one ball (remaining), and it is disrupted.
Note.pngNote:OnBallGrabbed will also fire whenever this does.


See also