Env blood: Difference between revisions

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{{wrongtitle|title=env_blood}}
[[File:BloodCloud.jpg|thumb|260px|An env_blood with default settings emitting a cloud of blood]]


{{base_point}}
{{base point|env_blood}}


==Entity Description==
==Entity Description==
[[{{ns:6}}:BloodCloud.jpg|thumb|300px|An env_blood with default settings emitting a cloud of blood]]
An [[entity]] used to spawn blood effects. By default, the env_blood creates an animated cloud of blood at its [[origin]] when triggered; however, the the env_blood can be set up to spray blood decals onto nearby objects. This entity will only function through [[input]]s.
An [[entity]] used to spawn blood effects. By default, the env_blood creates an animated cloud of blood at its [[origin]] when triggered; however, the the env_blood can be set up to spray blood decals onto nearby objects. This entity will only function through [[input]]s.


==Availability==
==Availability==
{{in game|point}} {{game-base}}
{{in game|point}} {{game-base}}
In code it is represented by class CBlood, defined in effects.cpp.
{{code class|CBlood|effects.cpp}}


==Keys==
== Keyvalues ==
*{{KV Targetname}}
{{KV|Spray Direction (Pitch Yaw Roll)|angle|The general direction that the blood should spray and the direction to trace to apply the decal.}}
*{{KV Parentname}}
{{KV|Blood Color|choices|Color of the spraying blood.}}
*'''spraydir'''
:* 0 : Red (Human)
:<[[angle]]> The general direction that the blood should spray and the direction to trace to apply the [[decal]].
:* 1 : Yellow (Alien)
*'''color'''
{{KV|Amount of blood (damage to simulate)|string|Intensity of the blood spray.}}
:<choices> Blood color:
{{KV Targetname}}
:{| class=standard-table
{{KV Parentname}}
! Literal value || Description
|-
| 0 || Red (Human)
|-
| 1 || Yellow (Alien)
|}
*'''amount'''
:<float> Amount of blood (damage to simulate)


==Flags==
== Flags ==
*1 : Random Direction
* 1 : Random Direction
*2 : Blood Stream
* 2 : Blood Stream
*4 : On Player
* 4 : On Player
*8 : Spray decals
* 8 : Spray decals


==Inputs==
== Inputs ==
*{{I Targetname}}
{{IO|EmitBlood|Triggers the blood effect.}}
*{{I Parentname}}
{{I Targetname}}
*'''EmitBlood'''
{{I Parentname}}
:Triggers the blood effect.


==Outputs==
== Outputs ==
*{{O Targetname}}
{{O Targetname}}

Revision as of 10:16, 7 June 2011

An env_blood with default settings emitting a cloud of blood

Template:Base point

Entity Description

An entity used to spawn blood effects. By default, the env_blood creates an animated cloud of blood at its origin when triggered; however, the the env_blood can be set up to spray blood decals onto nearby objects. This entity will only function through inputs.

Availability

Template:In game Template:Game-base

C++ In code, it is represented by theCBloodclass, defined in theeffects.cppfile.

Keyvalues

Spray Direction (Pitch Yaw Roll) ([todo internal name (i)]) <angle>
The general direction that the blood should spray and the direction to trace to apply the decal.
Blood Color ([todo internal name (i)]) <choices>
Color of the spraying blood.
  • 0 : Red (Human)
  • 1 : Yellow (Alien)
Amount of blood (damage to simulate) ([todo internal name (i)]) <string>
Intensity of the blood spray.
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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Flags

  • 1 : Random Direction
  • 2 : Blood Stream
  • 4 : On Player
  • 8 : Spray decals

Inputs

EmitBlood
Triggers the blood effect.


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.

Outputs