Env gunfire: Difference between revisions

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==Entity description==
==Entity description==
This [[entity]] creates a gunfire effect which can be dynamically controlled and pointed at a target, to give the illusion of a weapon firing without an actual weapon entity being used. The visual effect will be identical to an actual weapon firing, but causes no damage.
This [[entity]] creates a gunfire effect which can be dynamically controlled and pointed at a target, to give the illusion of a weapon firing without an actual weapon entity being used. The visual effect will be identical to an actual weapon firing, but causes no damage.
{{Placement Tip| Valve will often use this entity for its sound effects alone. This is handy for having gunfights overheard before an encounter starts.}}


==Keyvalues==
==Keyvalues==

Revision as of 17:20, 31 July 2015

A env_gunfire from multiple sides

Template:Hl2 point

Entity description

This entity creates a gunfire effect which can be dynamically controlled and pointed at a target, to give the illusion of a weapon firing without an actual weapon entity being used. The visual effect will be identical to an actual weapon firing, but causes no damage.

PlacementTip.gifPlacement Tip: Valve will often use this entity for its sound effects alone. This is handy for having gunfights overheard before an encounter starts.

Keyvalues

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.


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Target ([todo internal name (i)]) <targetname>
Shoot at this target. REMEMBER - this is an effect only! It does not do damage!


Min Burst Size ([todo internal name (i)]) <integer>
Minimum number of rounds in a burst.


Max Burst Size ([todo internal name (i)]) <integer>
Maximum number of rounds in a burst.


Min Delay Between Bursts ([todo internal name (i)]) <float>
Minimum delay between bursts. (seconds)


Max Delay Between Bursts ([todo internal name (i)]) <float>
Maximum delay between bursts. (seconds)


Rate of fire ([todo internal name (i)]) <float>
Expressed as rounds per second.


Bullet spread ([todo internal name (i)]) <integer>
The 'cone of inaccuracy' of the shots fired by this entity. Expressed as degrees.


Bullet distribution should be... ([todo internal name (i)]) <choices>
The 'cone of inaccuracy' of the shots fired by this entity. Expressed as degrees.
  • 1 : Evenly distributed
  • 1 : Biased towards the outside


Collision detection ([todo internal name (i)]) <choices>
Whether/how to handle bullet collision detection. NOTE: If you select NONE, this entity will be very cheap to use, but all bullets will stop short at their target's position in space and there will be no impact effects. Normal collision detection does the same things NPCs do when they fire their guns (except harm anything).
  • 1 : None. Cheap performance.
  • 1 : Normal collision detection.


Shoot Sound ([todo internal name (i)]) <string/choices>
Gunfire sound to make.
Literal Value Description
Weapon_AR2.NPC_Single AR2
Weapon_SMG1.NPC_Single SMG1


Tracer ([todo internal name (i)]) <choices>
Type of tracer to display.
If not set, the default tracer will fire.
Literal value Description
AR2TRACER AR2

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.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs