Func combine ball spawner: Difference between revisions
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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]]. | |||
{{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
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.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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 radius ([todo internal name (i)]) <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.
- 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: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:
OnBallReinserted
will also fire whenever this does.
- OnLastBallGrabbed
- Fires when there's only one ball (remaining), and it is disrupted.
Note:
OnBallGrabbed
will also fire whenever this does.