env_gunfire
		
		
		
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env_gunfire  is an   e0  available in all  Source games. It 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. This is only a visual/sound effect. No damage is done.
 Source games. It 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. This is only a visual/sound effect. No damage is done.
 Note:In
Note:In  , damage is dealt according to the specified weapon (
, damage is dealt according to the specified weapon (weaponname). If a player is killed, the kill feed shows "Automated Sentry" as the killer with a dronegun as kill icon. The killer information for the killed player shows his own profile picture with the red text "You were killed by the Automated Sentry".  Confirm:No gunshot sounds are played.
 Confirm:No gunshot sounds are played. Placement Tip:Valve will often use this entity for its sound effects alone. This is handy for having gunfights overheard before an encounter starts. It is not, however, used for ambient gunfire heard throughout war-torn City 17. That is done through soundscapes.
Placement Tip:Valve will often use this entity for its sound effects alone. This is handy for having gunfights overheard before an encounter starts. It is not, however, used for ambient gunfire heard throughout war-torn City 17. That is done through soundscapes.Keyvalues
- Target (target) ([todo internal name (i)]) <targetname>
- Shoot at this target.
- Min Burst Size (minburstsize) ([todo internal name (i)]) <integer>
- Minimum number of rounds in a burst.
- Max Burst Size (maxburstsize) ([todo internal name (i)]) <integer>
- Maximum number of rounds in a burst.
- Min Delay Between Bursts (minburstdelay) ([todo internal name (i)]) <float>
- Minimum delay between bursts in seconds.
- Max Delay Between Bursts (maxburstdelay) ([todo internal name (i)]) <float>
- Maximum delay between bursts in seconds.
- Bullet spread (spread) ([todo internal name (i)]) <integer>
- Bullets may deviate this far away in degrees from shooting straight forward. Any number may be used.
- Bullet distribution should be... (bias) ([todo internal name (i)]) <choices>
- How to distribute bullets within the spread. Even distribution will shoot bullets nearly uniformly throughout the Bullet spread cone. Biased will avoid the middle and aim more along the outside of the cone.
- 1: Evenly distributed
- -1: Biased towards the outside
 
- Collision detection (collisions) ([todo internal name (i)]) <choices>
- Whether/how to handle bullet collision detection. If you select None, 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).
- 0: None. Cheap performance.
- 1: Normal collision detection.
 
- Shoot Sound (shootsound) ([todo internal name (i)]) <string>
- Gunfire sound to make. Any sound name can be inserted, either as a filepath or a soundscript name.
- Literal Value - Description - Weapon_AR2.NPC_Single - AR2 - Weapon_SMG1.NPC_Single - SMG1 
- Tracer (tracertype) ([todo internal name (i)]) <choices>
- Type of tracer to display. If not set, the default tracer will fire. See List of Client Effects for all usable effects.
- Literal value - Description - AR2TRACER - AR2 
{{KV|Weapon (weaponname)|since=CSGO|choices|Sets all the effect settings to the ones for one gun.
 Confirm:Do Shoot Sound, Collision detection, and Tracer still work in CSGO?
 Confirm:Do Shoot Sound, Collision detection, and Tracer still work in CSGO?- Literal Value - Description - weapon_deagle - Deagle - weapon_elite - Elites - weapon_fiveseven - FiveSeven - weapon_glock - Glock - weapon_p228 - p228 - weapon_usp - USP - weapon_ak47 - AK47 - weapon_aug - Aug - weapon_awp - AWP - weapon_famas - Famas - weapon_g3sg1 - g3sg1 - weapon_galil - Galil - weapon_m249 - M249 - weapon_m4a1 - m4a4 - weapon_mac10 - Mac10 - weapon_p90 - P90 - weapon_ump45 - Ump45 - weapon_xm1014 - XM1014 - weapon_bizon - Bizon - weapon_mag7 - Mag7 - weapon_negev - Negev - weapon_sawedoff - Sawedoff - weapon_tec9 - Tec9 - weapon_mp7 - Mp7 - weapon_mp9 - Mp9 - weapon_nova - Nova - weapon_p250 - p250 - weapon_scar20 - Scar20 - weapon_sg556 - sg556 - weapon_ssg08 - ssg08 - weapon_usp_silencer - USP - weapon_m4a1_silencer - M4A1 Silencer 
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with theEnableinput).
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.



























