Env bubbles: Difference between revisions

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{{wrongtitle|title=env_bubbles}}
[[File:Env bubbles.jpg|thumb|right|280px|env_bubbles in game, with density set to 35 and frequency set to 20]]


[[Image:Env bubbles.jpg|thumb|right|400px|env_bubbles in game, with density set to 35 and frequency set to 20]]
{{base brush|env_bubbles}}
 
{{base_brush}}


==Entity Description==
==Entity Description==
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Although env_bubbles is obviously intended for use in water, it can be used outside of water if such an effect is desired.
Although env_bubbles is obviously intended for use in water, it can be used outside of water if such an effect is desired.


{{sfx_brush}}
==Availability==
{{in game|brush}} {{game-base}}


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


==Keyvalues==
==Keyvalues==
*{{KV Targetname}}
{{KV|Bubble density|integer|Bubble Count in Volume}}
*{{KV Parentname}}
{{KV|Bubble frequency|integer|Bubble emission frequency, in bubbles per second.}}
*'''density'''
{{KV|Speed of Current|integer|The speed of the water current in the volume, used to move the bubbles.}}
:<integer> Bubble Count in Volume
{{KV Targetname}}
*'''frequency'''
{{KV Parentname}}
:<integer> Bubble emission frequency, in bubbles per second.
*'''current'''
:<integer> The speed of the water current in the volume, in inches per second. Used to move the bubbles.


==Flags==
==Flags==
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==Inputs==
==Inputs==
*{{I Targetname}}
{{IO|Activate|Activates the bubbles.}}
*{{I Parentname}}
{{IO|Deactivate|Deactivates the bubbles.}}
*'''Activate'''
{{IO|Toggle|Toggles the bubbles on and off.}}
:Activates the bubbles.
{{IO|SetDensity|Sets the bubble density.|param=integer}}
*'''Deactivate'''
{{IO|SetFrequency|Sets bubble emission rate in bubbles per second.|param=integer}}
:Deactivates the bubbles.
{{IO|SetCurrent|Sets current speed in inches per second.|param=integer}}
*'''Toggle'''
{{I Targetname}}
:Toggles the bubbles on and off.
{{I Parentname}}
*'''SetDensity <integer>'''
:Sets the bubble density.
*'''SetFrequency <integer>'''
:Sets bubble emission rate in bubbles per second.
*'''SetCurrent <integer>'''
:Sets current speed in inches per second.


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

Revision as of 00:59, 17 June 2011

env_bubbles in game, with density set to 35 and frequency set to 20

Template:Base brush

Entity Description

An entity used to create a volume in which to spawn bubbles, which rise upward. The number and frequency of bubbles can be adjusted.

Although env_bubbles is obviously intended for use in water, it can be used outside of water if such an effect is desired.

Availability

Template:In game Template:Game-base

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

Keyvalues

Bubble density ([todo internal name (i)]) <integer>
Bubble Count in Volume
Bubble frequency ([todo internal name (i)]) <integer>
Bubble emission frequency, in bubbles per second.
Speed of Current ([todo internal name (i)]) <integer>
The speed of the water current in the volume, used to move the bubbles.
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 : Start Off

Inputs

Activate
Activates the bubbles.
Deactivate
Deactivates the bubbles.
Toggle
Toggles the bubbles on and off.
SetDensity <integerRedirectInput/integer>
Sets the bubble density.
SetFrequency <integerRedirectInput/integer>
Sets bubble emission rate in bubbles per second.
SetCurrent <integerRedirectInput/integer>
Sets current speed in inches per second.


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