Prop coreball: Difference between revisions
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Code:Uses the same C++ class as prop_scalable, but forces use of model
(Fix SetScaleZ name) |
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{{this is a|model entity|name=prop_coreball|game=Half-Life 2: Episode One}} | {{this is a|model entity|name=prop_coreball|game=Half-Life 2: Episode One}} | ||
[[File:prop_coreball.jpg|thumb|right|200px|prop_coreball overview.]] | [[File:prop_coreball.jpg|thumb|right|200px|prop_coreball overview.]] | ||
{{ | {{codenote|Uses the same C++ class as {{ent|prop_scalable}}, but forces use of model {{file|models/props_combine/coreball|mdl}}.}} | ||
__NOTOC__ | __NOTOC__ | ||
==Entity Description== | ==Entity Description== | ||
Latest revision as of 05:13, 27 November 2025
| CPropScalable |
prop_coreball is a model entity available in
Half-Life 2: Episode One.
models/props_combine/coreball.mdl.Entity Description
It is a large combine energy core seen in ep1_citadel_03 without collisions.
For the core to be rendered correctly, it must be placed exactly at the (2688, 12139, 5170) location, as this value is hard-coded in the Core shader for normal vector computation.
This entity evolved into prop_scalable in Half-Life 2: Episode Two. As of the Orange Box, prop_coreball is deprecated as an alias for prop_scalable, which uses the core ball model by default. Use prop_scalable if you would like to use the scaling inputs below with other models.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report. - See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- SetScaleX <vector>
- Scales the coreball in X Axis. Format:
<New Size> <Time>
- SetScaleY <vector>
- Scales the coreball in Y Axis. Format:
<New Size> <Time>
- SetScaleZ <vector>
- Scales the coreball in Z Axis. Format:
<New Size> <Time>