Gibshooter: Difference between revisions

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==Inputs==
==Inputs==
*{{i targetname}}
*{{i targetname}}
*{{i parentname}}
*{{I Parentname}}
*'''Shoot'''
*'''Shoot'''
:Force the gibshooter to create and shoot a gib.
:Force the gibshooter to create and shoot a gib.

Revision as of 19:31, 19 January 2009

Template:Wrongtitle Template:Base point

Entity Description

Gibshooter.png

An entity that shoots out gibs. Style of body part depends on language type.

Keyvalues

<angles> The direction the gibs will fly.
  • m_iGibs
<integer> Total number of gibs to shoot each time it's activated.
  • delay
<float> Delay, in seconds, between shooting each gib. If 0, all gibs shoot at once.
  • gibangles
<angles> The angular orientation of the spawned gibs.
  • m_flVelocity
<float> Speed of the fired gibs
  • m_flVariance
<float> How much variance in the direction gibs are fired.
  • m_flGibLife
<float> Time in seconds for gibs to live, +/- 5%

Flags

  • 1 : Repeatable

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • Shoot
Force the gibshooter to create and shoot a gib.

Outputs