Xen spore large (GoldSrc): Difference between revisions

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m (→‎top: clean up, replaced: =hlbs → =Half-Life: Blue Shift, =hlop4 → =Half-Life: Opposing Force)
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{{This is a|name=xen_spore_large|e0|engine=1|game=Half-Life|game1=hlbs|game2=hlop4|game3=tfc}}
{{This is a|name=xen_spore_large|e0|engine=1|game=Half-Life|game1=Half-Life: Blue Shift|game2=Half-Life: Opposing Force|game3=tfc}}
{{todo|Add image(s) for this entity}}
{{todo|Add image(s) for this entity}}
==Description==
==Description==

Revision as of 06:49, 17 February 2024

xen_spore_large is an e0 available in Half-Life Half-Life, Half-Life: Blue Shift Half-Life: Blue Shift, Half-Life: Opposing Force Half-Life: Opposing Force, and Team Fortress Classic Team Fortress Classic.Template:1 topicon

Warning.pngWarning:
  • The {{{game3}}} parameter is inconsistent with the name defined by the {{tfc}} template. This can most likely be fixed by setting the value of the {{{game3}}} parameter to Team Fortress Classic .
  • The {{{engine}}} parameter is inconsistent with the name defined by the {{1}} template.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
Todo: Add image(s) for this entity

Description

This entity places a model of a xen spore sac into the map. The model is purely decorative, but does have clipping.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
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.
Render Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. Additive
Render Amount (0-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
Render Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Render effects
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. Hologram (Distort + fade)