Cycler: Difference between revisions
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Important:This is a debug entity. For mapping purposes use prop_dynamic or prop_dynamic_override instead.
AltNames: This entity is also tied to
m (Classifying as model entity) |
(concise) |
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Line 11: | Line 11: | ||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV | {{KV Model}} | ||
== Flags == | == Flags == | ||
Line 21: | Line 18: | ||
== Inputs == | == Inputs == | ||
{{I|SetSequence|Sets the cycler's sequence.|param=string}} | {{I|SetSequence|Sets the cycler's sequence.|param=string}} | ||
== See also == | == See also == | ||
* {{ent|cycler_actor}} - Special cycler entity for NPCs. | * {{ent|cycler_actor}} - Special cycler entity for NPCs. |
Latest revision as of 11:24, 19 May 2025
cycler
is a model entity available in Half-Life: Source,
Half-Life 2 series,
Portal series, and
Counter-Strike series.
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CGenericCycler |
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It is used to display a model for testing purposes. Shooting it will cycle through the model's animations.


model_studio
. Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- World Model (model) <model path>[ Edit ]
- In-game 3D representation of the entity to display. This is the path to a MDL relative to the game's root directory. (128 character limit)
Flags
- Not Solid : [1]
Inputs
- SetSequence <string >
- Sets the cycler's sequence.
See also
- cycler_actor - Special cycler entity for NPCs.