Env shooter

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Revision as of 06:52, 24 July 2011 by Barracuda (talk | contribs) (Cleanup)
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Env shooter.png

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.
Disable Shadows on Gibs ([todo internal name (i)]) <boolean>
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.pngNote: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, all gibs 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 gibs 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
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
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

Template:Fl gibshooterbase

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 than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.