Env rotorshooter: Difference between revisions

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{{base point|env_rotorshooter|sprite=env_shooter}} It creates gibs when it's within the influence of a helicopter's rotor wash. (Is probably used for stirring up dust sprites from beneath a helicopter.) {{clr}}
{{lang|Env rotorshooter}}
{{base point|env_rotorshooter|sprite=env_shooter}} It creates gibs when it's within the influence of a helicopter's [[rotor wash]]. Ideal for stirring up dust sprites from beneath a helicopter.


== Keyvalues ==
{{code class|CRotorWashShooter|effects.cpp}}
{{KV|Model|studio|Thing to shoot out.  Can be a .mdl or a .vmt.}}
 
{{KV|Material Sound|choices|What sounds play when the gibs are interacted with (shooting, walking on, etc). See [[$surfaceprop]].}}
{{clr}}
:{| class=standard-table
 
! Value || Description
==Flags==
|-
{{Fl GibshooterBase}}
| <code>-1</code> || None
 
|-
==Keyvalues==
| <code>0</code> || Glass
{{KV|Time Under Rotor (rotortime)|float|The average time it has to be under the rotor before it shoots a gib.}}
|-
{{KV|Time variance (rotortimevariance)|float|The random amount to vary the time it has to be under the rotor before it shoots a gib.}}
| <code>1</code> || Wood
{{KV EnvShooter}}
|-
{{KV GibshooterBase}}
| <code>2</code> || Metal
|-
| <code>3</code> || Flesh
|-
| <code>4</code> || Concrete
|}
{{KV|Simulate|choices|Physics of the gibs
:* 0 : Point
:* 1 : Physics
:* 2 : Ragdoll}}
{{KV|Gib Skin|integer|Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter.}}
{{KV|Time Under Rotor|float|The average time it has to be under the rotor before it shoots a gib.}}
{{KV|Time variance|float|The random amount to vary the time it has to be under the rotor before it shoots a gib.}}
{{KV gibshooterbase}}
{{KV RenderFields}}
{{KV RenderFields}}
{{KV BaseEntity|css=1}}


== Flags ==
==Inputs==
:* 2 : On fire
{{I GibshooterBase}}
{{Fl gibshooterbase}}
 
== Inputs ==
{{I gibshooterbase}}
{{I RenderFields}}
{{I RenderFields}}
{{I BaseEntity}}


== Outputs ==
==Outputs==
{{O gibshooterbase}}
{{O BaseEntity|l4d=1}}

Revision as of 20:28, 29 September 2018

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Template:Base point It creates gibs when it's within the influence of a helicopter's rotor wash. Ideal for stirring up dust sprites from beneath a helicopter.

C++ In code, it is represented by theCRotorWashShooterclass, defined in theeffects.cppfile.

Flags

Repeatable : [1]

Keyvalues

Time Under Rotor (rotortime) ([todo internal name (i)]) <float>
The average time it has to be under the rotor before it shoots a gib.
Time variance (rotortimevariance) ([todo internal name (i)]) <float>
The random amount to vary the time it has to be under the rotor before it shoots a gib.

GibShooter:

Number of Gibs (m_iGibs) <integer>
Total number of gibs to shoot each time the entity should shoot.
Delay between shots (delay) <float>
Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once.
Gib Angles (Pitch Yaw Roll) (gibangles) <vector3>
The orientation of the spawned gibs.
Max angular velocity (gibanglevelocity) <float>
How fast (degrees/sec) the gibs should spin. They will spin on the x and y axes between 10% and 100% of this speed.
Gib Velocity (m_flVelocity) <float>
Speed of the fired gibs.
Course Variance (m_flVariance) <float>
How much variance in the direction gibs are fired.
Gib Life (m_flGibLife) <float>
Time in seconds for gibs to live +/- 5%.
Lighting Origin (lightingorigin) <targetname>
Select an entity (not info_lighting!) to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.
Physics (simulation) <choices>
How the gibs will be physically simulated.

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.


Inputs

GibShooter:

Shoot
Force the gibshooter to create and shoot a gib.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.


Outputs