Env gunfire
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Entity Description
This entity creates a gunfire effect which can be dynamically controlled and pointed at a target, to give the illusion of a weapon firing without an actual weapon entity being used. The visual effect will be identical to an actual weapon firing, but causes no damage.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- target
- <target_destination> Shoot at this target. REMEMBER - this is an effect only! It does not do damage!
- minburstsize
- <integer> Minimum number of rounds in a burst.
- maxburstsize
- <integer> Maximum number of rounds in a burst.
- minburstdelay
- <float> Minimum delay between bursts. (seconds)
- maxburstdelay
- <float> Maximum delay between bursts. (seconds)
- rateoffire
- <float> Expressed as rounds per second
- spread
- <integer> The 'cone of inaccuracy' of the shots fired by this entity. Expressed as degrees
- bias
- <choices> How to distribute bullets within the spread. Even distribution is a true scatter throughout the spread. Biased towards the outside makes the shots 'miss' the target by tending towards the outside of the spread.
Literal Value Description 1 Evenly distributed -1 Biased towards the outside
- collisions
- <boolean> Whether or not to handle bullet collision detection.
Note:If not set, this entity will be very cheap to use, but all bullets will stop short at their target's position in space and there will be no impact effects. Normal collision detection does the same things NPCs do when they fire their guns (except harm anything).
- shootsound
- <string/choices> Gunfire sound to make
Literal Value Description Weapon_AR2.NPC_Single AR2 Weapon_SMG1.NPC_Single SMG1
- tracertype
- <choices> Type of tracer to display
- If not set, the default tracer will fire
Literal value Description AR2TRACER AR2
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.
- EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.