xen_spore_medium

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Revision as of 07:49, 17 February 2024 by Thunder4ik (talk | contribs) (→‎top: clean up, replaced: =hlbs → =Half-Life: Blue Shift, =hlop4 → =Half-Life: Opposing Force)
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xen_spore_medium is an e0 available in Half-Life Half-Life, Half-Life: Blue Shift Half-Life: Blue Shift, Half-Life: Opposing Force Half-Life: Opposing Force, and Team Fortress Classic Team Fortress Classic.Template:1 topicon

Warning.pngWarning:
  • The {{{game3}}} parameter is inconsistent with the name defined by the {{tfc}} template. This can most likely be fixed by setting the value of the {{{game3}}} parameter to Team Fortress Classic.
  • The {{{engine}}} parameter is inconsistent with the name defined by the {{1}} template.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
Todo: Add image(s) for this entity

Description

This entity places a model of a xen spore sac into the map. The model is purely decorative, but does have clipping.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by.
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 FX (renderfx) <choices>
Render FX mode to use, for special effects.
Value Description
0 Normal
1 Slow Pulse
2 Fast Pulse
3 Slow Wide Pulse
4 Fast Wide Pulse
5 Slow Fade Away
6 Fast Fade Away
7 Slow Become Solid
8 Fast Become Solid
9 Slow Strobe
10 Fast Strobe
11 Faster Strobe
12 Slow Flicker
13 Fast Flicker
14 Constant Glow
15 Distort
16 Hologram (Distort + fade)
Render Mode (rendermode) <choices>
Render Mode to use.
Value Description
0 Normal
1 Color
2 Texture
3 Glow
4 Solid
5 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.