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<!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Env effectscript}}{{CD|CEnvEffectsScript}}
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{{this is a|e0|name=env_effectscript}} It allows scripting special visual effects via a script file. Two are used in {{ent|d1_trainstation_05}}{{hl2}}.
{{this is a|e0|name=env_effectscript}} It allows scripting special visual effects via a script file. Two are used in {{ent|d1_trainstation_05}}{{hl2}}.



Revision as of 09:21, 8 January 2024

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C++ Class hierarchy
CEnvEffectsScript
CBaseAnimating
CBaseEntity

env_effectscript is an e0 available in all Source Source games. It allows scripting special visual effects via a script file. Two are used in d1_trainstation_05Half-Life 2.

C++ In code, it is represented by theCEnvEffectsScriptclass, defined in theenv_effectsscript.cppfile.

Keyvalues

Script Model (model) <model path>
Model to use for animation sequences. Defaults to models/Effects/teleporttrail.mdl.
Script File (scriptfile) <string>
Name of the script to use for this model. Defaults to scripts/effects/testeffect.txt.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

SetSequence <stringRedirectInput/string>
Sets the script model's sequence.

See also