Gibshooter: Difference between revisions
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==Inputs== | ==Inputs== | ||
*{{i targetname}} | *{{i targetname}} | ||
*{{ | *{{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
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 <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.