Env headcrabcanister: Difference between revisions
Jump to navigation
Jump to search

In code, it is represented by the
Note:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
(→Inputs: |prel4d=1) |
TeamSpen210 (talk | contribs) m (Explain SkyboxCannisterCount.) |
||
Line 37: | Line 37: | ||
{{KV|Min Refire time (MinSkyboxRefireTime)|float|Min number of seconds before the canister is refired. This will only work for canisters placed in the skybox.}} | {{KV|Min Refire time (MinSkyboxRefireTime)|float|Min number of seconds before the canister is refired. This will only work for canisters placed in the skybox.}} | ||
{{KV|Max Refire time (MaxSkyboxRefireTime)|float|Max number of seconds before the canister is refired. This will only work for canisters placed in the skybox.}} | {{KV|Max Refire time (MaxSkyboxRefireTime)|float|Max number of seconds before the canister is refired. This will only work for canisters placed in the skybox.}} | ||
{{KV|Canister count (SkyboxCannisterCount)|int|Number of canisters to fire | {{KV|Canister count (SkyboxCannisterCount)|int|Number of canisters to produce and fire across the skybox. The target should be positioned inside the skybox. 0 means fire continuously, forever.}} | ||
{{KV|Impact damage (Damage)|float|Max damage the canister applies on impact.}} | {{KV|Impact damage (Damage)|float|Max damage the canister applies on impact.}} | ||
{{KV|Impact damage Radius (DamageRadius)|float|Max radius of the impact damage for the canister.}} | {{KV|Impact damage Radius (DamageRadius)|float|Max radius of the impact damage for the canister.}} |
Revision as of 19:28, 7 September 2018


Template:Hl2 point The canister is a mortar shell containing a payload of headcrabs. The mortar shell inflicts damage within a radius of where it lands and releases headcrabs after impact. Inputs and entity options offer control over impact damage and when the headcrabs are released, among other options.
For an example of their use, see the shantytown in d1_canals_05.

CEnvHeadcrabCanister
class, defined in theenv_headcrabcanister.cpp
file.
ConVars/Commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_env_headcrabcanister_shake_amplitude | 50 | Arbitrary decimal (float) | Crash effect's shake amplitude. Though the default is 50, the shake amplitude can only go up to 16. |
sk_env_headcrabcanister_shake_radius | 1024 | Hammer units | Radius the player must be within for the screen shake effect to occur. Shake amplitude is gradually decreased for the player depending on where they are between the explosion center and this distance away. |
sk_env_headcrabcanister_shake_radius_vehicle | 2500 | Hammer units | As above, but when in a vehicle. |
Flags
- 1: No Impact Sound
- 2: No Launch Sound
- 4096: Start Impacted
- 8192: Land at initial position
- 16384: Wait for input to open
- 32768: Wait for input to spawn headcrabs
- 65536: No smoke
- 131072: No shake
- 262144: Remove on impact
- 524288: No impact effects
Keyvalues
- Which headcrab to Spawn? (HeadcrabType) ([todo internal name (i)]) <choices>
- Select which headcrab will jump out the canister.
- 0: Normal headcrabs
- 1: Fast Headcrabs
- 2: Poison Headcrabs
- Headcrab count (HeadcrabCount) ([todo internal name (i)]) <integer>
- Number of headcrabs to spawn on impact.
- Starting Height (StartingHeight) ([todo internal name (i)]) <float>
- Relative height from the landing position at which the canister should be launched. Positive values mean launch it above the impact point, negative values mean launch it below.
- Min Refire time (MinSkyboxRefireTime) ([todo internal name (i)]) <float>
- Min number of seconds before the canister is refired. This will only work for canisters placed in the skybox.
- Max Refire time (MaxSkyboxRefireTime) ([todo internal name (i)]) <float>
- Max number of seconds before the canister is refired. This will only work for canisters placed in the skybox.
- Canister count (SkyboxCannisterCount) ([todo internal name (i)]) <integer>
- Number of canisters to produce and fire across the skybox. The target should be positioned inside the skybox. 0 means fire continuously, forever.
- Impact damage (Damage) ([todo internal name (i)]) <float>
- Max damage the canister applies on impact.
- Impact damage Radius (DamageRadius) ([todo internal name (i)]) <float>
- Max radius of the impact damage for the canister.
- Smoke duration (SmokeLifetime) ([todo internal name (i)]) <float>
- Duration that the canister smokes. -1 means always smoke.
- Launch Position Name (LaunchPositionName) ([todo internal name (i)]) <targetname>
- If the canister should launch to its origin from another point within the world, this should specify an info_target at the launch origin.

Inputs
- FireCanister
- Fires the canister.
- OpenCanister
- Opens the canister (must be called after the
OnImpacted
output is fired).
- SpawnHeadcrabs
- Spawns headcrabs (must be called after the
OnImpacted
output is fired and afterOpenCanister
is triggered, if the Wait for Input to open' flag is checked).)
- StopSmoke
- Causes the smoke effect to stop.

Outputs
- OnLaunched <targetname >
- Fired when the canister is launched. This output automatically puts the targetname of the canister into the parameter box for inputs, if the mapper does not override the parameter with something else.
- OnImpacted
- Fires when canister hits the ground.
- OnOpened
- Fires when canister has finished opening.
