Env shooter (GoldSrc): Difference between revisions
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{{tabs|env_shooter|goldsrc = 1|source = 1|main = source}} | {{tabs|env_shooter|goldsrc = 1|source = 1|main = source}} | ||
{{this is a|point entity|name=env_shooter|engine=GoldSrc}} It shoots giblets out of its origin. These gibs can be either [[3D | {{this is a|point entity|name=env_shooter|engine=GoldSrc}} It shoots giblets out of its origin. These gibs can be either [[3D model|models]] or [[sprite]]s. | ||
==Key Values== | ==Key Values== | ||
Latest revision as of 15:48, 29 November 2025
env_shooter is a point entity available in all
GoldSrc games. It shoots giblets out of its origin. These gibs can be either models or sprites.
Key Values
- Number of Gibs (m_iGibs) <integer>
- Total number of
gibs to shoot each time the entity should shoot.
- Delay between shots (delay) <string>
- Delay (in seconds) between shooting each
gib. If 0, allgibs shoot at once.
- Gib Velocity (m_flVelocity) <integer>
- Speed of the fired
gibs.
- Course Variance (m_flVariance) <string>
- How much variance in the direction
gibs are fired.
- Gib Life (m_flGibLife) <string>
- Time in seconds for
gibs to live +/- 5%.
- Model or Sprite name (shootmodel) <model path>
- Thing to shoot out. Can be a model or sprite.
- Material Sound (shootsounds) <choices>
- What sounds play when the gibs are interacted with (shooting, walking on, etc).
Value Description -1None 0Glass 1Wood 2Metal 3Flesh 4Concrete
- Gib Sprite Scale (scale) <string>
- Sets the scale of sprites, in the form of a size multiplier.
- Gib Skin (skin) <integer>
- Sets which skin of models the entity will use, if the model has more than one.
- 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)