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Cycler (GoldSrc): Difference between revisions

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(It does; it's just cycler_sprite that doesn't.)
Tag: Reverted
m (Reverted edits by SirYodaJedi (talk) to last revision by Nescius)
Tags: Rollback Reverted
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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.


Often used to [[precaching assets (GoldSrc)|precache]] external models used by other entities that do not precache their own models, alongside a {{ent|trigger_auto|engine=goldsrc}} to [[killtarget]] the cycler.
{{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).}}
{{modernImportant|This is a debug entity. 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==
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{{KV_Angles}}
{{KV_Angles}}
{{Hl1_kv_renderfields}}
{{Hl1_kv_renderfields}}
{{hl1 kv zhlt point}}


[[Category:Entities]]
[[Category:Entities]]

Revision as of 10:47, 5 May 2025

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C++ Class hierarchy
CGenericCycler
CCycler
CBaseMonster
CBaseToggle
CBaseAnimating
CBaseDelay
CBaseEntity
C++ h_cycler.cpp

cycler is a point entity available in all GoldSrc 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.

Icon-Important.pngImportant: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).

Key Values

Monster Cycler:
Model (model) <model path>
Model to display (MDL, BSP, or SPR). Relative to mod folder.
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.
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.