Prop coreball: Difference between revisions

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For the core to be rendered correctly, it must be placed exactly at the <code>(2688, 12139, 5170)</code> location, as this value is hard-coded in the <code>[[Core_(shader)|Core]]</code> shader for normal vector computation.
For the core to be rendered correctly, it must be placed exactly at the <code>(2688, 12139, 5170)</code> location, as this value is hard-coded in the <code>[[Core_(shader)|Core]]</code> shader for normal vector computation.


{{note|This is fixed in {{P2CE}}}}
{{note|This is fixed in {{P2CE}} and {{Mapbase}}}}


This entity evolved into {{ent|prop_scalable}} in {{Game link|Half-Life 2: Episode Two}}. As of the [[Orange Box]], <code>prop_coreball</code> is deprecated as an alias for <code>prop_scalable</code>, which uses the core ball model by default. Use <code>prop_scalable</code> if you would like to use the scaling inputs below with other models.
This entity evolved into {{ent|prop_scalable}} in {{Game link|Half-Life 2: Episode Two}}. As of the [[Orange Box]], <code>prop_coreball</code> is deprecated as an alias for <code>prop_scalable</code>, which uses the core ball model by default. Use <code>prop_scalable</code> if you would like to use the scaling inputs below with other models.

Revision as of 20:40, 9 November 2024

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C++ Class hierarchy
CPropScalable
CBaseAnimating
CBaseEntity
C++ prop_scalable.cpp

prop_coreball is a point entity available in Half-Life 2: Episode One Half-Life 2: Episode One.

prop_coreball overview.
AltNames.pngAltNames: This entity is also tied to prop_scalable. Difference is that this entity forces use of model "models/props_combine/coreball.mdl"

Entity Description

It is a large combine energy core seen in ep1_citadel_03 without collisions.

For the core to be rendered correctly, it must be placed exactly at the (2688, 12139, 5170) location, as this value is hard-coded in the Core shader for normal vector computation.

Note.pngNote:This is fixed in Portal 2: Community Edition and Mapbase

This entity evolved into prop_scalable in Half-Life 2: Episode Two Half-Life 2: Episode Two . As of the Orange Box, prop_coreball is deprecated as an alias for prop_scalable, which uses the core ball model by default. Use prop_scalable if you would like to use the scaling inputs below with other models.

Keyvalues

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

SetScaleX <vectorRedirectInput/Vector>
Scales the coreball in X Axis. Format: <New Size> <Time>
SetScaleY <vectorRedirectInput/Vector>
Scales the coreball in Y Axis. Format: <New Size> <Time>
SetScaleY <vectorRedirectInput/Vector>
Scales the coreball in Z Axis. Format: <New Size> <Time>

See Also