Func combine ball spawner: Difference between revisions
Jump to navigation
Jump to search

In code, it is represented by the
Note:The balls appear normal size when grabbed with the super phys gun.
Note:
Note:
(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 | [[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.]] | ||
{{ | {{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| | {{KV BaseEntity|l4d2=1|brush=1}} | ||
==Inputs== | ==Inputs== | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
{{I BaseEntity | {{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


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.

CFuncCombineBallSpawner
class, defined in theprop_combine_ball.cpp
file.
Flags
- 4096: Start Inactive
- 8192: Combine Power Supply
- If set, balls will bounce as if in a power generator, like in d3_c17_10b
(Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the Citadel.
Keyvalues
- Ball radius (ballradius) ([todo internal name (i)]) <float>
- Controls the size of balls. Seems to only make smaller balls.

- 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.

OnBallReinserted
will also fire whenever this does.- OnLastBallGrabbed
- Fired when there's only one ball (remaining), and it is disrupted.

OnBallGrabbed
will also fire whenever this does.