Env effectscript: Difference between revisions
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<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Env effectscript}}{{CD|CEnvEffectsScript}} | <!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Env effectscript}}{{CD|CEnvEffectsScript}} | ||
{{this is a| | {{this is a|point entity|name=env_effectscript}} It allows scripting special visual effects via a script file. Two are used in {{ent|d1_trainstation_05}}{{hl2}}. | ||
{{code class|CEnvEffectsScript|env_effectsscript.cpp}} | {{code class|CEnvEffectsScript|env_effectsscript.cpp}} |
Revision as of 16:47, 17 May 2024
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CEnvEffectsScript |
env_effectscript
is a point entity available in all Source games. It allows scripting special visual effects via a script file. Two are used in d1_trainstation_05
.
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
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- SetSequence <string >
- Sets the script model's sequence.