Func combine ball spawner: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(updates)
(also in the portal games)
Line 1: Line 1:
{{lang|Func combine ball spawner}}
{{lang|Func combine ball spawner}}
[[File:Citadel_energy_ball.jpg|200px|right|thumbnail|An energy ball pulled from a func_combine_ball_spawner (left). The ball spawners behind the soldiers use the same entity, with different settings.]]
[[File:Citadel_energy_ball.jpg|200px|right|thumbnail|An energy ball pulled from a spawner (to the left). The ball spawners behind the soldiers use the same entity, with different settings.]]
{{hl2 brush|func_combine_ball_spawner}} It's a brush that creates and contains {{ent|prop_combine_ball}}s. See the [[combine_ball_generator]] and [[combine_ballspawner]] prefabs for examples of uses. For the [[point entity]] variant, see {{ent|point_combine_ball_launcher}}.
{{base brush multi|func_combine_ball_spawner|game1=Half-Life 2|game2=Portal|game3=Portal 2}} It's a brush that creates and contains {{ent|prop_combine_ball}}s. See the [[combine_ball_generator]] and [[combine_ballspawner]] prefabs for examples of uses.


{{code class|CFuncCombineBallSpawner|prop_combine_ball.cpp}}
{{code class|CFuncCombineBallSpawner|prop_combine_ball.cpp}}
Line 8: Line 8:
*4096: Start Inactive
*4096: Start Inactive
*8192: Combine Power Supply
*8192: Combine Power Supply
:If set, balls will bounce as if in a power generator, like in {{ent|d3_c17_10b}} (Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the Citadel.
:If set, balls will bounce as if in a power generator, like in {{ent|d3_c17_10b}}{{hl2}} (Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the [[Citadel]].


==Keyvalues==
==Keyvalues==
Line 19: Line 19:
{{KV|Ball Type (balltype)|choices|Non-functional for this entity. All balls will spawn as the first type.}}
{{KV|Ball Type (balltype)|choices|Non-functional for this entity. All balls will spawn as the first type.}}
{{KV|Ball Respawn Time (ballrespawntime)|float|When balls explode (from being outside the field for too long) for an amount of time, wait this long until spawning new balls.}}
{{KV|Ball Respawn Time (ballrespawntime)|float|When balls explode (from being outside the field for too long) for an amount of time, wait this long until spawning new balls.}}
{{KV BaseEntity|base=1}}
{{KV BaseEntity|l4d2=1|brush=1}}


==Inputs==
==Inputs==
{{I EnableDisable}}
{{I EnableDisable}}
{{I BaseEntity|prel4d=1|base=1}}
{{I BaseEntity}}


==Outputs==
==Outputs==
Line 37: Line 37:
{{note|<code>OnBallGrabbed</code> will also fire whenever this does.}}}}
{{note|<code>OnBallGrabbed</code> will also fire whenever this does.}}}}
{{O BaseEntity}}
{{O BaseEntity}}
==See Also==
*{{ent|point_combine_ball_launcher}}


[[Category:SFX Brush Entities]]
[[Category:SFX Brush Entities]]

Revision as of 22:17, 3 October 2018

English (en)Translate (Translate)
An energy ball pulled from a spawner (to the left). The ball spawners behind the soldiers use the same entity, with different settings.

Template:Base brush multi It's a brush that creates and contains prop_combine_balls. See the combine_ball_generator and combine_ballspawner prefabs for examples of uses.

C++ In code, it is represented by theCFuncCombineBallSpawnerclass, defined in theprop_combine_ball.cppfile.

Flags

  • 4096: Start Inactive
  • 8192: Combine Power Supply
If set, balls will bounce as if in a power generator, like in d3_c17_10bHalf-Life 2 (Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the Citadel.

Keyvalues

Ball count (ballcount) ([todo internal name (i)]) <integer>
How many balls will be bouncing around.
Min ball speed (minspeed) ([todo internal name (i)]) <float>
The minimum speed of balls.
Max ball speed (maxspeed) ([todo internal name (i)]) <float>
The maximum speed of balls.
Ball radius (ballradius) ([todo internal name (i)]) <float>
Controls the size of balls. Seems to only make smaller balls.
Note.pngNote:The balls appear normal size when grabbed with the super phys gun.
Ball Type (balltype) ([todo internal name (i)]) <choices>
Non-functional for this entity. All balls will spawn as the first type.
Ball Respawn Time (ballrespawntime) ([todo internal name (i)]) <float>
When balls explode (from being outside the field for too long) for an amount of time, wait this long until spawning new balls.


Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.


Outputs

OnBallGrabbed
Fired when a ball is disrupted and considered outside the container, normally by punting or pulling with the gravity gun. !activator is the prop_combine_ball.
OnBallHitBottomSide
Fired when a ball hits the bottom of its container, then bounces back up.
OnBallHitTopSide
Fired when a ball hits the top of its container, then bounces back down.
OnBallReinserted
Fired when a ball re-enters the container.
OnFirstBallReinserted
Fired when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something.
Note.pngNote:OnBallReinserted will also fire whenever this does.
OnLastBallGrabbed
Fired when there's only one ball (remaining), and it is disrupted.
Note.pngNote:OnBallGrabbed will also fire whenever this does.


See Also