Env headcrabcanister: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(→‎Inputs: |prel4d=1)
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 in the skybox (0 means fire continuously, forever).{{clarify}}}}
{{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

English (en)Translate (Translate)
Headcrabcanister.jpg

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.

C++ In code, it is represented by theCEnvHeadcrabCanisterclass, defined in theenv_headcrabcanister.cppfile.

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.
Flight Speed (FlightSpeed) ([todo internal name (i)]) <float>
Speed to fly through the air.
Flight Time (FlightTime) ([todo internal name (i)]) <float>
Time to fly through the air in seconds.
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.
Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history


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 after OpenCanister is triggered, if the Wait for Input to open' flag is checked).)
StopSmoke
Causes the smoke effect to stop.
Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history


Outputs

OnLaunched <targetnameRedirectInput/string>
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.
Note.pngNote:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history