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Cycler wreckage (GoldSrc): Difference between revisions

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{{Hl1_kv_targetname}}
{{Hl1_kv_targetname}}
{{KV Angles}}
{{KV Angles}}
{{KV|Sprite Name|intn=model|string|The material to draw.}}
{{hl1 kv model}}
{{KV|Scale|intn=scale|float|Scale multiplier of the sprite.}}
{{KV|Scale|intn=scale|float|Scale multiplier of the sprite.}}
{{KV|Framerate|intn=framerate|string|Rate at which the sprite should animate, if at all.}}
{{hl1 kv framerate}}
{{Hl1_kv_renderfields}}
{{Hl1_kv_renderfields}}



Revision as of 13:48, 24 April 2025

cycler_wreckage is a point entity available in all GoldSrc GoldSrc games. The cycler_wreckage entity creates a sprite and generates a constant plume of smoke around it. Presumably intended for a fire sprite to create the impression of a blaze.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by.
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.
Model (model) <model path>
Model to display (MDL, BSP, or SPR). Relative to mod folder.
Scale (scale) <float>
Scale multiplier of the sprite.
Framerate (framerate) <float>
Rate at which the sprite or model should animate, if at all. For SPR, this is an absolute framerate (max 10), whereas for MDL, this is a scalar.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Value Description
0 Normal
1 Slow Pulse
2 Fast Pulse
3 Slow Wide Pulse
4 Fast Wide Pulse
5 Slow Fade Away
6 Fast Fade Away
7 Slow Become Solid
8 Fast Become Solid
9 Slow Strobe
10 Fast Strobe
11 Faster Strobe
12 Slow Flicker
13 Fast Flicker
14 Constant Glow
15 Distort
16 Hologram (Distort + fade)
Render Mode (rendermode) <choices>
Render Mode to use.
Value Description
0 Normal
1 Color
2 Texture
3 Glow
4 Solid
5 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.


Flags

  • [32]: Toggle
  • [64]: Start On

See also