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cycler

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Revision as of 04:34, 13 September 2024 by Nescius (talk | contribs) (-added class hierarchy)
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C++ Class hierarchy
CGenericCycler
CCycler
CBaseMonster
CBaseToggle
CBaseAnimating
CBaseDelay
CBaseEntity
C++ h_cycler.cpp

cycler is a point entity available in all GoldSrc GoldSrc games. A simple entity that is used for displaying model animations. When it takes damage from any weapon, it will begin to loop the next animation sequence of it's model.

Icon-Important.pngImportant:This is a debug entity, and will not survive save-loads. Use env_model or item_generic if available, otherwise use cycler_sprite (if multiplayer), monster_furniture (if singleplayer), or env_sprite (singleplayer or multiplayer).

Key Values

Monster Cycler:
Model (model) <model path>
Model to display (MDL, BSP, or SPR). Relative to mod folder.
Colormap (colormap) <integer>
Works like the deathmatch recolor system, wherein this KV equals (bottomcolor * 256) + topcolor. This value can be calculated using Half-Life Asset Manager.
Tip.pngTip:In Sven Co-op Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity.
Name (targetname) <string>
The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Render Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. 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
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. Hologram (Distort + fade)