Cycler wreckage (GoldSrc): Difference between revisions
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{{ | {{hl1 kv model}} | ||
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{{ | {{hl1 kv framerate}} | ||
{{Hl1_kv_renderfields}} | {{Hl1_kv_renderfields}} | ||
Revision as of 13:48, 24 April 2025
cycler_wreckage
is a point entity available in all GoldSrc games. The cycler_wreckage entity creates a sprite and generates a constant plume of smoke around it. Presumably intended for a fire sprite to create the impression of a blaze.
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- 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.
- Model (model) <model path>
- Model to display (MDL, BSP, or SPR). Relative to mod folder.
- Scale (scale) <float>
- Scale multiplier of the sprite.
- Framerate (framerate) <float>
- Rate at which the sprite or model should animate, if at all. For SPR, this is an absolute framerate (max 10), whereas for MDL, this is a scalar.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode (rendermode) <choices>
- Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 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.
Flags
[32]:
Toggle[64]:
Start On