func_combine_ball_spawner
		
		
		
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Entity description
A volumetric trigger that creates combine balls.
See the combine_ball_generator and combine_ballspawner prefabs for examples of uses.
For the point entity variant, see point_combine_ball_launcher.
Availability
Template:In game Template:Game Template:In code
Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- 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.
 
Global:
- Global Entity Name (globalname) <string>
 - Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
 
- ballcount
 
- <integer> This is how many balls will be bouncing around inside the spawner.
 
- minspeed
 
- <float> The minimum speed of balls that fly in the spawner.
 
- maxspeed
 
- <float> The maximum speed of balls that fly in the spawner.
 
- ballradius
 
- <float> The radius of the energy balls.
 
- balltype
 
- <choices>
 
Literal Value Description 0 Combine Energy Ball 1 1 Combine Energy Ball 2 2 Combine Energy Ball 3 
- ballrespawntime
 
- <float> The energy balls' respawn time.
 
Flags
- 4096 : Start Inactive
 - 8192 : Combine Power Supply
 
- If set, combine balls will bounce in this entity's volume.
 
Inputs
- Enable
 
- Disable
 
Outputs
- OnBallGrabbed
 - Fires when a ball is disrupted and considered outside the container, normally by punting or pulling with the gravity gun. !activator is the prop_combine_ball.
 
- OnBallHitBottomSide
 - Fires when a ball hits the bottom of its container, then bounces back up.
 
- OnBallHitTopSide
 - Fires when a ball hits the top of its container, then bounces back down. 
Note:This and the output above do not fire if the ball is disrupted. 
- OnBallReinserted
 - Fires when a ball re-enters the container.
 
- OnFirstBallReinserted
 - Fires when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something.
Note:OnBallReinsertedwill also fire whenever this does. 
- OnLastBallGrabbed
 - Fires when there's only one ball (remaining), and it is disrupted.
Note:OnBallGrabbedwill also fire whenever this does.