Env blood

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An env_blood with default settings emitting a cloud of blood

Template:Base point

Entity description

It is used to spawn blood effects. By default, the env_blood creates an animated cloud of blood at its origin when triggered; however, the the env_blood can be set up to spray blood decals onto nearby objects. This entity will only function through inputs.

C++ In code, it is represented by theCBloodclass, defined in theeffects.cppfile.

Does not appear to work properly in Team Fortress 2. The blood texture is missing.

Keyvalues

Spray Direction (Pitch Yaw Roll) ([todo internal name (i)]) <angle>
The general direction that the blood should spray and the direction to trace to apply the decal.
Blood Color ([todo internal name (i)]) <choices>
Color of the spraying blood.
  • 0 : Red (Human)
  • 1 : Yellow (Alien)
Amount of blood (damage to simulate) ([todo internal name (i)]) <string>
Intensity of the blood spray.
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.

Flags

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

Inputs

EmitBlood
Triggers the blood effect.


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.

Outputs