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
gibs
to shoot each time the entity should shoot.
- Delay between shots (delay) <float>
- Delay (in seconds) between shooting each
gib
. If 0, allgibs
shoot 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
gibs
should 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
gibs
are fired.
- Gib Life (m_flGibLife) <float>
- Time in seconds for
gibs
to live +/- 5%.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) to specify a location to sample lighting from for all
gib
s spawned by this shooter, instead of their own origins.
- Physics (simulation) <choices>
- How the
gibs
will 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
rendermode
set to a number other than0
.
- Color <color255 >
- Sets an RGB color for the entity.