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).
SirYodaJedi (talk | contribs) (It does; it's just cycler_sprite that doesn't.) Tag: Reverted |
SirYodaJedi (talk | contribs) 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. | ||
{{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). | |||
==Key Values== | ==Key Values== | ||
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{{KV_Angles}} | {{KV_Angles}} | ||
{{Hl1_kv_renderfields}} | {{Hl1_kv_renderfields}} | ||
[[Category:Entities]] | [[Category:Entities]] |
Revision as of 10:47, 5 May 2025


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CGenericCycler |
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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.

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.