Env blood

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Revision as of 22:43, 27 September 2010 by Thelonesoldier (talk | contribs) (better description)
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Entity Description

An env_blood with default settings emitting a cloud of blood

An entity used to spawn blood effects. By default, the env_blood creates an animated cloud of blood at its origin; however, the the env_blood can be set up to spray blood decals onto nearby objects.

Availability

Template:In game Template:Game-base In code it is represented by class CBlood, defined in effects.cpp.

Keys

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.
  • spraydir
<angle> The general direction that the blood should spray and the direction to trace to apply the decal.
  • color
<choices> Blood color:
Literal value Description
0 Red (Human)
1 Yellow (Alien)
  • amount
<float> Amount of blood (damage to simulate)

Flags

  • 1 : Random Direction
  • 2 : Blood Stream
  • 4 : On Player
  • 8 : Spray decals

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • EmitBlood
Triggers the blood effect.

Outputs