Func combine ball spawner: Difference between revisions

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(→‎Keyvalues: fixed up the keyvalues)
(made the header nicer and added a pic)
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{{DISPLAYTITLE:func_combine_ball_spawner}}
{{DISPLAYTITLE:func_combine_ball_spawner}}
{{hl2 brush|func_combine_ball_spawner}}
[[Image:Citadel_energy_ball.jpg|200px|right|thumbnail|An energy ball pulled from a func_combine_ball_spawner (left). In the back is another place using the same entity.]]
{{hl2 brush|func_combine_ball_spawner}} It's a brush that creates and contains [[prop_combine_ball]]s, but not ones fired from an [[AR2]]. See the [[combine_ball_generator]] and [[combine_ballspawner]] prefabs for examples of uses. For the [[point entity]] variant, see [[point_combine_ball_launcher]].


==Entity description==
A volumetric trigger that creates combine balls.
{{sfx_brush}}
See the [[combine_ball_generator]] and [[combine_ballspawner]] prefabs for examples of uses.
For the [[point entity]] variant, see [[point_combine_ball_launcher]].
==Availability==
{{in game|brush}} {{game|HL2}}
{{in code|class=class_c_func_combine_ball_spawner.html CFuncCombineBallSpawner|file=prop__combine__ball_8cpp-source.html hl2_dll\prop_combine_ball.cpp}}
{{in code|class=class_c_func_combine_ball_spawner.html CFuncCombineBallSpawner|file=prop__combine__ball_8cpp-source.html hl2_dll\prop_combine_ball.cpp}}


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{{KV|Min ball speed|float|The minimum speed of balls.}}
{{KV|Min ball speed|float|The minimum speed of balls.}}
{{KV|Max ball speed|float|The maximum speed of balls.}}
{{KV|Max ball speed|float|The maximum speed of balls.}}
{{KV|Ball radius|float|Controls the size of balls. Seems to only make smaller balls.}}
{{KV|Ball radius|float|Controls the size of balls. Seems to only make smaller balls. {{note|The balls appear normal size when grabbed with the super phys gun.}}}}
{{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.}}
{{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.}}
:{| class=standard-table
:{| class=standard-table
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{{IO|OnFirstBallReinserted|Fires when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something.{{note|<code>OnBallReinserted</code> will also fire whenever this does.}}}}
{{IO|OnFirstBallReinserted|Fires when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something.{{note|<code>OnBallReinserted</code> will also fire whenever this does.}}}}
{{IO|OnLastBallGrabbed|Fires when there's only one ball (remaining), and it is disrupted.{{note|<code>OnBallGrabbed</code> will also fire whenever this does.}}}}
{{IO|OnLastBallGrabbed|Fires when there's only one ball (remaining), and it is disrupted.{{note|<code>OnBallGrabbed</code> will also fire whenever this does.}}}}
[[Category:Entities]][[Category:Brush Entities]]
[[Category:Entities]][[Category:Brush Entities]][[category:SFX_Brush_Entities]]

Revision as of 00:12, 29 May 2018

An energy ball pulled from a func_combine_ball_spawner (left). In the back is another place using the same entity.

Template:Hl2 brush It's a brush that creates and contains prop_combine_balls, but not ones fired from an AR2. See the combine_ball_generator and combine_ballspawner prefabs for examples of uses. For the point entity variant, see point_combine_ball_launcher.

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.
Note.pngNote:The balls appear normal size when grabbed with the super phys gun.
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.