Cycler (GoldSrc): Difference between revisions
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{{tabs|Cycler|goldsrc=1|source=1|main=source}} | {{tabs|Cycler|goldsrc=1|source=1|main=source}} | ||
{{ | {{this is a|point entity|name=cycler|engine=GoldSrc}} A simple entity that is used for displaying model animations. When it takes damage from any weapon, it will begin to loop the next animation sequence of it's model. | ||
==Key Values== | ==Key Values== | ||
Revision as of 17:52, 17 May 2024
cycler is a point entity available in all
GoldSrc games. A simple entity that is used for displaying model animations. When it takes damage from any weapon, it will begin to loop the next animation sequence of it's model.
Key Values
Monster Cycler:
- Model ([todo internal name (i)]) <model path>
- Model to display. Relative to mod folder.
- Name (targetname) <string>
- The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Render Mode (rendermode) <choices>
- Render Mode to use.
Render modes - Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Render effects - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- Hologram (Distort + fade)