Cycler (GoldSrc): Difference between revisions

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{{GoldSource base point|cycler}}
{{GoldSource base point|cycler}} A simple entity that is used for displaying model animations. When it takes damage from any weapon, it will begin to loop the next animation sequence of it's model.


==Description==
==Key Values==
'''Cyclers''' are simple entities that are used for displaying model animations. When they take damage from a weapon, they will begin to loop the next animation sequence of it's model.
{{ScrollBox|title=Monster Cycler|
 
{{KV|Model|model|Model to display. Relative to mod folder.}}
==Key values==
}}
; Model <code><[[model]]></code>
: Model to display. Relative to mod folder.
{{Hl1 kv targetname}}
{{Hl1 kv targetname}}
{{KV_Angles}}
{{KV_Angles}}
{{Hl1_kv_renderfields}}
{{Hl1_kv_renderfields}}


[[Category:Entities]]
[[Category:Half-Life]]
[[Category:Half-Life Entities]]
[[Category:Half-Life Entities]]

Revision as of 02:28, 15 June 2018

Template:GoldSource base point A simple entity that is used for displaying model animations. When it takes damage from any weapon, it will begin to loop the next animation sequence of it's model.

Key Values

Monster Cycler:
Model ([todo internal name (i)]) <model path>
Model to display. Relative to mod folder.
Name (targetname) <string>
The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
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.
Render Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. Additive
Render Amount (0-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
Render Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Render effects
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. Hologram (Distort + fade)