Cycler (GoldSrc): Difference between revisions
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Important:This is a debug entity, and will not survive save-loads. Use env_model or item_generic if available, otherwise use cycler_sprite (if multiplayer), monster_furniture (if singleplayer), or env_sprite (singleplayer or multiplayer).
Confirm:func_door_rotating (with a dummy multisource as its master) probably works as well if you want skin and bodygroup selection, but requires
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{{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. | {{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. | ||
{{modernImportant|This is a debug entity, and will not survive save-loads. Use {{ent|env_model|engine=goldsrc}} or {{ent|item_generic|engine=goldsrc}} if available, otherwise use {{ent|cycler_sprite|engine=goldsrc}} (if multiplayer), {{ent|monster_furniture|engine=goldsrc}} (if singleplayer), or {{ent|env_sprite|engine=goldsrc}} (singleplayer or multiplayer). {{confirm|{{ent|func_door_rotating|engine=goldsrc}} (with a dummy {{ent|multisource|engine=goldsrc}} as its master) probably works as well if you want skin and bodygroup selection, but requires {{code|zhlt_usemodel}} to call a cycler to [[precaching assets (GoldSrc)|precache]] the MDL/BSP/SPR.}} }} | {{modernImportant|This is a debug entity, and will not survive save-loads. Use {{ent|env_model|engine=goldsrc}} or {{ent|item_generic|engine=goldsrc}} if available, otherwise use {{ent|cycler_sprite|engine=goldsrc}} (if multiplayer), {{ent|monster_furniture|engine=goldsrc}} (if singleplayer), or {{ent|env_sprite|engine=goldsrc}} (singleplayer or multiplayer). {{confirm|{{ent|func_door_rotating|engine=goldsrc}} (with a dummy {{ent|multisource|engine=goldsrc}} as its master) probably works as well if you want skin and bodygroup selection, but requires {{code|zhlt_usemodel}} to call a {{mono|cycler}} to [[precaching assets (GoldSrc)|precache]] the MDL/BSP/SPR.}} }} | ||
==Key Values== | ==Key Values== | ||
Revision as of 13:50, 23 March 2025
| CGenericCycler |
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.
zhlt_usemodel to call a cycler to precache the MDL/BSP/SPR.Key Values
Monster Cycler:
- Model (model) <model path>
- Model to display (MDL, BSP, or SPR). Relative to mod folder.
- Colormap (colormap) <integer>
- Works like the deathmatch recolor system, wherein this KV equals
(bottomcolor * 256) + topcolor. This value can be calculated using
.
Tip:In
Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity.
- 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)
ZHLT:
- Copy lighting from (VHLT+) (zhlt_copylight) <targetname>
- Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
Tip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with zhlt_noclipenabled directly below this model's origin. Texture the top face withblack_HIDDEN, and the rest of the faces withSKIP. If the player or any other MDL entity can go above this model, place another identical func_detail above this model's origin to reduce the chance of extraneous models being lit weirdly.
Note:Not compatible with entities using the effect flag EF_INVLIGHT.
- Model shadows (UMHLT, SDHLT) (zhlt_studioshadow) <boolean>
- Enable to cast shadows from MDLs found in the
modelKV.
- Model shadow mode (SDHLT) (zhlt_shadowmode) <choices>
- 0 - Use Bounding Box
- 1 - Use triangles (default)
- 2 - Use Bounding boxes of triangles