Template:KV Gibshooterbase

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Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
  • angles
<angles> Gib Direction (Pitch Yaw Roll) - The direction the gibs will fly.
  • m_iGibs
<integer> Number of Gibs - Total number of gibs to shoot each time it's activated.
  • delay
<float> Delay between shots - Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once.
  • gibangles
<angles> Gib Angles (Pitch Yaw Roll) - The orientation of the spawned gibs.
  • m_flVelocity
<float> Gib Velocity - Speed of the fired gibs.
  • m_flVariance
<float> Course Variance - How much variance in the direction gibs are fired.
  • m_flGibLife
<float> Gib Life - Time in seconds for gibs to live +/- 5%.
  • lightingorigin
<target_destination> Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.
  • 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.
  • disablereceiveshadows
<boolean> Disable Receiving Shadows
  • shootmodel
<studio> Model - Thing to shoot out. Can be a .mdl (model) or a .vmt (material/sprite).
  • shootsounds
<choices> Material Sound
Literal value Description
-1 None
0 Glass
1 Wood
2 Metal
3 Flesh
4 Concrete
  • simulation
<choices> Simulate
Literal value Description
0 Point
1 Physics
2 Ragdoll
  • skin
<integer> Gib Skin - 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.
  • gibanglevelocity (in all games since Half-Life 2: Episode One)
<angle> Max angular velocity
How fast (degrees/sec) the gib pieces should spin. They will spin on x and y axis at between 10% and 100% of this speed.
  • lightingorigin (in all games since Half-Life 2: Episode One)
<target_destination> Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.