Func fish pool: Difference between revisions
		
		
		
		
		
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 Bug:Killing the func_fish_pool does not delete the fish, the fish entity can be killed as a workaround.  [todo tested in ?]
Bug:Killing the func_fish_pool does not delete the fish, the fish entity can be killed as a workaround.  [todo tested in ?]
 Warning:Killing the fish entity before killing the func_fish_pool entity crashes the game, the func_fish_pool entity must be killed first.
Warning:Killing the fish entity before killing the func_fish_pool entity crashes the game, the func_fish_pool entity must be killed first.
 Risk of Confusion:This is a point entity despite the name starting with func_ which is usually a brush entity
Risk of Confusion:This is a point entity despite the name starting with func_ which is usually a brush entity
 Bug:Fish spawned by this entity can cause lighting issues, where all dynamic props (including doors and viewmodels) appear to flicker dark.
Bug:Fish spawned by this entity can cause lighting issues, where all dynamic props (including doors and viewmodels) appear to flicker dark.
This has been observed in Left 4 Dead 2 where a total of 120 fish had been spawned. Adding $donotcastshadows did not help. [todo tested in ?]
		
	
|  (fish) |  (added bug note about flickering light bug.) | ||
| Line 6: | Line 6: | ||
| {{Warning|Killing the fish entity before killing the func_fish_pool entity crashes the game, the func_fish_pool entity must be killed first.}} | {{Warning|Killing the fish entity before killing the func_fish_pool entity crashes the game, the func_fish_pool entity must be killed first.}} | ||
| {{ModernConfusion|This is a point entity despite the name starting with func_ which is usually a brush entity}} | {{ModernConfusion|This is a point entity despite the name starting with func_ which is usually a brush entity}} | ||
| {{bug|Fish spawned by this entity can cause lighting issues, where all dynamic props (including doors and viewmodels) appear to flicker dark.<br>This has been observed in {{l4d2|3}} where a total of 120 fish had been spawned. Adding [[$donotcastshadows]] did not help.}} | |||
| == Keyvalues == | == Keyvalues == | ||
Revision as of 12:04, 29 August 2024
|  Class hierarchy | 
|---|
| CFishPool | 
|  fish.cpp | 
func_fish_pool  is a   point entity  available in all  Source games.
It creates a school of interactive fish that swim near this entity.
 Source games.
It creates a school of interactive fish that swim near this entity.
 Bug:Killing the func_fish_pool does not delete the fish, the fish entity can be killed as a workaround.  [todo tested in ?]
Bug:Killing the func_fish_pool does not delete the fish, the fish entity can be killed as a workaround.  [todo tested in ?] Warning:Killing the fish entity before killing the func_fish_pool entity crashes the game, the func_fish_pool entity must be killed first.
Warning:Killing the fish entity before killing the func_fish_pool entity crashes the game, the func_fish_pool entity must be killed first. Risk of Confusion:This is a point entity despite the name starting with func_ which is usually a brush entity
Risk of Confusion:This is a point entity despite the name starting with func_ which is usually a brush entity Bug:Fish spawned by this entity can cause lighting issues, where all dynamic props (including doors and viewmodels) appear to flicker dark.
Bug:Fish spawned by this entity can cause lighting issues, where all dynamic props (including doors and viewmodels) appear to flicker dark.This has been observed in Left 4 Dead 2 where a total of 120 fish had been spawned. Adding $donotcastshadows did not help. [todo tested in ?]
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- World model (model) <model path>
- Model spawned fish use.
- Fish Count (fish_count) <integer>
- Number of fish in this pool.
- Max Range (max_range) <float>
- How far away a fish can wander, in units. Maximum is 255 units.

