Env headcrabcanister: Difference between revisions

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{{Underlinked|date=January 2024}}
{{Underlinked|date=January 2024}}
{{lang|Env headcrabcanister}}
{{lang|Env headcrabcanister}}
{{CD|CEnvHeadcrabCanister|file1=env_headcrabcanister.cpp}}
[[File:Headcrabcanister.jpg|frame|right]]
[[File:Headcrabcanister.jpg|frame|right]]
{{this is a|point entity|name=env_headcrabcanister|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}} The canister is a mortar shell containing a payload of [[headcrab]]s. The mortar shell inflicts damage within a radius of where it lands and releases headcrabs after impact. Inputs and keyvalues offer control over impact damage and when the headcrabs are released, among other options.
{{this is a|point entity|name=env_headcrabcanister|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}} The canister is a mortar shell containing a payload of [[headcrab]]s. The mortar shell inflicts damage within a radius of where it lands and releases headcrabs after impact. Inputs and keyvalues offer control over impact damage and when the headcrabs are released, among other options.
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{{stray ent|}}
{{stray ent|}}
{{code class|CEnvHeadcrabCanister|env_headcrabcanister.cpp}}
==ConVars/Commands==
{{varcom|start}}
{{varcom|sk_env_headcrabcanister_shake_amplitude|50|Arbitrary decimal (float)|Crash effect's shake amplitude. Though the default is 50, the shake amplitude can only go up to 16.}}
{{varcom|sk_env_headcrabcanister_shake_radius|1024|dist|Radius the player must be within for the screen shake effect to occur. Shake amplitude is gradually decreased the farther away from the explosion the player is.}}
{{varcom|sk_env_headcrabcanister_shake_radius_vehicle|2500|dist|As above, but when in a vehicle.}}
{{varcom|end}}


==Flags==
==Flags==
*1: No Impact Sound
{{fl|1|No Impact Sound}}
*2: No Launch Sound
{{fl|2|No Launch Sound}}
*4096: Start Impacted
{{fl|4096|Start Impacted}}
*8192: Land at initial position
{{fl|8192|Land at initial position}}
*16384: Wait for input to open
{{fl|16384|Wait for input to open}}
*32768: Wait for input to spawn headcrabs
{{fl|32768|Wait for input to spawn headcrabs}}
*65536: No smoke
{{fl|65536|No smoke}}
*131072: No shake
{{fl|131072|No shake}}
*262144: Remove on impact
{{fl|262144|Remove on impact}}
*524288: No impact effects
{{fl|524288|No impact effects}}


==Keyvalues==
==Keyvalues==
{{KV|Which headcrab to Spawn? (HeadcrabType)|choices|Select which headcrab will jump out the canister.
{{KV Targetname}}
{{KV|Which headcrab to Spawn?|intn=HeadcrabType|choices|Select which headcrab will jump out the canister.
:*0: Normal headcrabs
:*0: Normal headcrabs
:*1: Fast Headcrabs
:*1: Fast Headcrabs
:*2: Poison Headcrabs}}
:*2: Poison Headcrabs}}
{{KV|Headcrab count (HeadcrabCount)|int|Number of headcrabs to spawn on impact.}}
{{KV|Headcrab count|intn=HeadcrabCount|int|Number of headcrabs to spawn on impact.}}
{{KV|Min Refire time (MinSkyboxRefireTime)|float|Min number of seconds before the canister is refired. This will only work for canisters placed in the skybox.}}
{{KV|Min Refire time|intn=MinSkyboxRefireTime|float|Min number of seconds before the canister is refired. This will only work for canisters placed in the skybox.}}
{{KV|Max Refire time (MaxSkyboxRefireTime)|float|Max number of seconds before the canister is refired. This will only work for canisters placed in the skybox.}}
{{KV|Max Refire time|intn=MaxSkyboxRefireTime|float|Max number of seconds before the canister is refired. This will only work for canisters placed in the skybox.}}
{{KV|Canister count (SkyboxCannisterCount)|int|Number of canisters to produce and fire across the skybox. The target should be positioned inside the skybox. 0 means fire continuously, forever.}}
{{KV|Canister count|intn=SkyboxCannisterCount|int|Number of canisters to produce and fire across the skybox. The target should be positioned inside the skybox. 0 means fire continuously, forever.}}
{{KV|Impact damage (Damage)|float|Max damage the canister applies on impact.}}
{{KV|Impact damage|intn=Damage|float|Max damage the canister applies on impact.}}
{{KV|Impact damage Radius (DamageRadius)|float|Max radius of the impact damage for the canister.}}
{{KV|Impact damage Radius|intn=DamageRadius|float|Max radius of the impact damage for the canister.}}
{{KV|Smoke duration (SmokeLifetime)|float|Duration that the canister smokes. -1 means always smoke.}}
{{KV|Smoke duration|intn=SmokeLifetime|float|Duration that the canister smokes. -1 means always smoke.}}
{{KV|Launch Position Name (LaunchPositionName)|target_destination|If the canister should launch to its origin from another point within the world, this should specify an {{ent|info_target}} at the launch origin.}}
{{KV|Launch Position Name|intn=LaunchPositionName|target_destination|If the canister should launch to its origin from another point within the world, this should specify an {{ent|info_target}} at the launch origin.}}
{{KV|Flight Speed (FlightSpeed)|float|Speed to fly through the air.}}
{{KV|Flight Speed|intn=FlightSpeed|float|Speed to fly through the air.}}
{{KV|Flight Time (FlightTime)|float|Time to fly through the air in seconds.}}
{{KV|Flight Time|intn=FlightTime|float|Time to fly through the air in seconds.}}
{{KV|Starting Height (StartingHeight)|float|Relative height from the landing position at which the canister should be launched. Positive values mean launch it above the impact point, negative values mean launch it below.}}
{{KV|Starting Height|intn=StartingHeight|float|Relative height from the landing position at which the canister should be launched. Positive values mean launch it above the impact point, negative values mean launch it below.}}
{{KV BaseAnimating|base=1}}
{{KV BaseEntity|base=1}}


==Inputs==
==Inputs==
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{{IO|SpawnHeadcrabs|Spawns headcrabs (must be called after the <code>OnImpacted</code> output is fired and after <code>OpenCanister</code> is triggered, if the ''Wait for Input to open''' flag is checked).)}}
{{IO|SpawnHeadcrabs|Spawns headcrabs (must be called after the <code>OnImpacted</code> output is fired and after <code>OpenCanister</code> is triggered, if the ''Wait for Input to open''' flag is checked).)}}
{{IO|StopSmoke|Causes the smoke effect to stop.}}
{{IO|StopSmoke|Causes the smoke effect to stop.}}
{{I BaseAnimating}}
{{I BaseEntity|base=1|prel4d=1}}


==Outputs==
==Outputs==
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{{IO|OnImpacted|Fires when canister hits the ground.}}
{{IO|OnImpacted|Fires when canister hits the ground.}}
{{IO|OnOpened|Fires when canister has finished opening.}}
{{IO|OnOpened|Fires when canister has finished opening.}}
{{O BaseAnimating}}
 
{{O BaseEntity}}
==ConVars/Commands==
{{varcom|start}}
{{varcom|sk_env_headcrabcanister_shake_amplitude|50|Arbitrary decimal (float)|Crash effect's shake amplitude. Though the default is 50, the shake amplitude can only go up to 16.}}
{{varcom|sk_env_headcrabcanister_shake_radius|1024|dist|Radius the player must be within for the screen shake effect to occur. Shake amplitude is gradually decreased the farther away from the explosion the player is.}}
{{varcom|sk_env_headcrabcanister_shake_radius_vehicle|2500|dist|As above, but when in a vehicle.}}
{{varcom|end}}

Revision as of 11:22, 2 July 2024

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C++ Class hierarchy
CEnvHeadcrabCanister
CBaseAnimating
CBaseEntity
C++ env_headcrabcanister.cpp
Headcrabcanister.jpg

env_headcrabcanister is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, and Half-Life 2: Deathmatch Half-Life 2: Deathmatch. The canister is a mortar shell containing a payload of headcrabs. The mortar shell inflicts damage within a radius of where it lands and releases headcrabs after impact. Inputs and keyvalues offer control over impact damage and when the headcrabs are released, among other options.

For an example of their use, see the shantytown in d1_canals_05.

Note.pngNote:This entity is also in the code for . Its functionality is not guaranteed.


Flags

No Impact Sound : [1]
No Launch Sound : [2]
Start Impacted : [4096]
Land at initial position : [8192]
Wait for input to open : [16384]
Wait for input to spawn headcrabs : [32768]
No smoke : [65536]
No shake : [131072]
Remove on impact : [262144]
No impact effects : [524288]

Keyvalues

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

Which headcrab to Spawn? (HeadcrabType) <choices>
Select which headcrab will jump out the canister.
  • 0: Normal headcrabs
  • 1: Fast Headcrabs
  • 2: Poison Headcrabs
Headcrab count (HeadcrabCount) <integer>
Number of headcrabs to spawn on impact.
Min Refire time (MinSkyboxRefireTime) <float>
Min number of seconds before the canister is refired. This will only work for canisters placed in the skybox.
Max Refire time (MaxSkyboxRefireTime) <float>
Max number of seconds before the canister is refired. This will only work for canisters placed in the skybox.
Canister count (SkyboxCannisterCount) <integer>
Number of canisters to produce and fire across the skybox. The target should be positioned inside the skybox. 0 means fire continuously, forever.
Impact damage (Damage) <float>
Max damage the canister applies on impact.
Impact damage Radius (DamageRadius) <float>
Max radius of the impact damage for the canister.
Smoke duration (SmokeLifetime) <float>
Duration that the canister smokes. -1 means always smoke.
Launch Position Name (LaunchPositionName) <targetname>
If the canister should launch to its origin from another point within the world, this should specify an info_target at the launch origin.
Flight Speed (FlightSpeed) <float>
Speed to fly through the air.
Flight Time (FlightTime) <float>
Time to fly through the air in seconds.
Starting Height (StartingHeight) <float>
Relative height from the landing position at which the canister should be launched. Positive values mean launch it above the impact point, negative values mean launch it below.

Inputs

FireCanister
Fires the canister.
OpenCanister
Opens the canister (must be called after the OnImpacted output is fired).
SpawnHeadcrabs
Spawns headcrabs (must be called after the OnImpacted output is fired and after OpenCanister is triggered, if the Wait for Input to open' flag is checked).)
StopSmoke
Causes the smoke effect to stop.

Outputs

OnLaunched <targetnameRedirectInput/string>
Fired when the canister is launched. This output automatically puts the targetname of the canister into the parameter box for inputs, if the mapper does not override the parameter with something else.
OnImpacted
Fires when canister hits the ground.
OnOpened
Fires when canister has finished opening.

ConVars/Commands

Cvar/Command Parameters or default value Descriptor Effect
sk_env_headcrabcanister_shake_amplitude 50 Arbitrary decimal (float) Crash effect's shake amplitude. Though the default is 50, the shake amplitude can only go up to 16.
sk_env_headcrabcanister_shake_radius 1024 Hammer units Radius the player must be within for the screen shake effect to occur. Shake amplitude is gradually decreased the farther away from the explosion the player is.
sk_env_headcrabcanister_shake_radius_vehicle 2500 Hammer units As above, but when in a vehicle.