Env shooter
		
		
		
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Template:Base point It shoots giblets out of its origin. These gibs can be either models or sprites.
Availability
Template:In game Template:Game-base Template:In code
Keyvalues
- Model ([todo internal name (i)]) <model path>
 - Thing to shoot out. Can be a .mdl (model) or a .vmt (material/sprite).
 
- Material Sound ([todo internal name (i)]) <choices>
 - Material Sound
- -1 : None
 - 0 : Glass
 - 1 : Wood
 - 2 : Metal
 - 3 : Flesh
 - 4 : Concrete
 
 
- Simulate ([todo internal name (i)]) <choices>
 - Simulate
- 0 : Point
 - 1 : Physics
 - 2 : Ragdoll
 
 
- Gib Skin ([todo internal name (i)]) <integer>
 - Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter.
 
- Gib gravity scale ([todo internal name (i)]) <float>
 - Gib gravity scale. This field allows you to scale gravity so that gibs fall faster, slower, or not at all.
Note:This functionality only works for point-based gibs. 
- Mass override ([todo internal name (i)]) <float>
 - Specify an arbitrary mass for the gibs emitted by me.
 
GibShooter:
- Number of Gibs (m_iGibs) <integer>
 - Total number of 
gibsto shoot each time the entity should shoot. 
- Delay between shots (delay) <float>
 - Delay (in seconds) between shooting each 
gib. If 0, allgibsshoot at once. 
- Gib Angles (Pitch Yaw Roll) (gibangles) <vector3>
 - The orientation of the spawned 
gibs. 
- Max angular velocity (gibanglevelocity) <float>
 - How fast (degrees/sec) the 
gibsshould spin. They will spin on the x and y axes between 10% and 100% of this speed. 
- Gib Velocity (m_flVelocity) <float>
 - Speed of the fired 
gibs. 
- Course Variance (m_flVariance) <float>
 - How much variance in the direction 
gibsare fired. 
- Gib Life (m_flGibLife) <float>
 - Time in seconds for 
gibsto live +/- 5%. 
- Lighting Origin (lightingorigin) <targetname>
 - Select an entity (not info_lighting!) to specify a location to sample lighting from for all 
gibs spawned by this shooter, instead of their own origins. 
- Physics (simulation) <choices>
 - How the 
gibswill be physically simulated. 
RenderFields:
- Render Mode (rendermode) <byte choices>
 - Set a non-standard rendering mode on this entity.
 
Render Modes 
- Render FX (renderfx) <byte choices>
 - Various somewhat legacy alpha effects. See render effects.
 
- Render Amount / Transparency (renderamt) <byte>
 - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
 
- Render Color (R G B) (rendercolor) <color255>
 - Color tint.
 
Flags
- 2 : On fire
 - 4 : strict remove after lifetime
 
Inputs
GibShooter:
- Shoot
 - Force the gibshooter to create and shoot a 
gib. 
RenderFields:
- Alpha <integer 0–255>
 - Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its 
rendermodeset to a number other than0. 
- Color <color255>
 - Sets an RGB color for the entity.