Env citadel energy core: Difference between revisions

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(updates)
(→‎Inputs: |prel4d=1)
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{{IO|StartDischarge|Start discharging the core.}}
{{IO|StartDischarge|Start discharging the core.}}
{{IO|Stop|param=float|Makes particles fade away within a given number of seconds.}}
{{IO|Stop|param=float|Makes particles fade away within a given number of seconds.}}
{{I BaseEntity|base=1}}
{{I BaseEntity|base=1|prel4d=1}}


==Outputs==
==Outputs==
{{O BaseEntity}}
{{O BaseEntity}}

Revision as of 14:44, 7 September 2018

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Not to be confused with prop_coreball.

(The reactor core ball from Episode One)

Not to be confused with prop_combine_ball.

(Citadel/AR2 energy balls)

A Citadel Energy Core with Particles

Template:Hl2 point This is a simple particle effect not prominently displayed but frequently used in the Citadel. It's most common use is on weapon confiscation devices and some devices seen transporting energy balls.

C++ In code, it is represented by theCCitadelEnergyCoreclass, defined in thecitadel_effects.cppfile.

Flags

  • 1: No small particles
  • 2: Start on

Keyvalues

Scale ([todo internal name (i)]) <float>
Scale of the effect. 1 is the default size, 2 is twice that, etc.


Inputs

StartCharge <floatRedirectInput/float>
Start charging the core over specified number of seconds.
StartDischarge
Start discharging the core.
Stop <floatRedirectInput/float>
Makes particles fade away within a given number of seconds.


Outputs