Func combine ball spawner: Difference between revisions

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(→‎Flags: corrected this!)
(→‎Keyvalues: fixed up the keyvalues)
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==Keyvalues==
==Keyvalues==
* {{KV Targetname}}
{{KV Targetname}}
* {{KV Angles}}
{{KV Angles}}
* {{KV Global}}
{{KV Global}}
* '''ballcount'''
{{KV|Ball count|integer|How many balls will be bouncing around.}}
: <integer> This is how many balls will be bouncing around inside the spawner.
{{KV|Min ball speed|float|The minimum speed of balls.}}
* '''minspeed'''
{{KV|Max ball speed|float|The maximum speed of balls.}}
: <float> The minimum speed of balls that fly in the spawner.
{{KV|Ball radius|float|Controls the size of balls. Seems to only make smaller balls.}}
* '''maxspeed'''
{{KV|Ball Type|choices|Where do these balls come from? Seems like it would be for [[filter_combineball_type]], but testing seems to indicate this keyvalue only makes 0 balls.}}
: <float> The maximum speed of balls that fly in the spawner.
* '''ballradius'''
: <float> The radius of the energy balls.
* '''balltype'''
: <choices>
:{| class=standard-table
:{| class=standard-table
! Literal Value || Description
! Value || Description
|-
|-
| 0 || Combine Energy Ball 1
| 0 || Combine Energy Ball 1
Line 38: Line 33:
| 2 || Combine Energy Ball 3
| 2 || Combine Energy Ball 3
|}
|}
* '''ballrespawntime'''
{{KV|Ball Respawn Time|float|When balls explode, wait this long until spawning new balls.}}
: <float> The energy balls' respawn time.


==Flags==
==Flags==

Revision as of 22:56, 28 May 2018

Template:Hl2 brush

Entity description

A volumetric trigger that creates combine balls.

See the combine_ball_generator and combine_ballspawner prefabs for examples of uses.

For the point entity variant, see point_combine_ball_launcher.

Availability

Template:In game Template:Game Template:In code

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

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Ball count ([todo internal name (i)]) <integer>
How many balls will be bouncing around.
Min ball speed ([todo internal name (i)]) <float>
The minimum speed of balls.
Max ball speed ([todo internal name (i)]) <float>
The maximum speed of balls.
Ball radius ([todo internal name (i)]) <float>
Controls the size of balls. Seems to only make smaller balls.
Ball Type ([todo internal name (i)]) <choices>
Where do these balls come from? Seems like it would be for filter_combineball_type, but testing seems to indicate this keyvalue only makes 0 balls.
Value Description
0 Combine Energy Ball 1
1 Combine Energy Ball 2
2 Combine Energy Ball 3
Ball Respawn Time ([todo internal name (i)]) <float>
When balls explode, wait this long until spawning new balls.

Flags

  • 4096 : Start Inactive
  • 8192 : Combine Power Supply
If set, balls will bounce as if in a power generator, like in d3_c17_10b (Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the Citadel.

Inputs

EnableDisable:

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

Outputs

OnBallGrabbed
Fires when a ball is disrupted and considered outside the container, normally by punting or pulling with the gravity gun. !activator is the prop_combine_ball.
OnBallHitBottomSide
Fires when a ball hits the bottom of its container, then bounces back up.
OnBallHitTopSide
Fires when a ball hits the top of its container, then bounces back down.
Note.pngNote:This and the output above do not fire if the ball is disrupted.
OnBallReinserted
Fires when a ball re-enters the container.
OnFirstBallReinserted
Fires when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something.
Note.pngNote:OnBallReinserted will also fire whenever this does.
OnLastBallGrabbed
Fires when there's only one ball (remaining), and it is disrupted.
Note.pngNote:OnBallGrabbed will also fire whenever this does.