cycler_sprite
cycler_sprite
is a point entity available in all GoldSrc games. A simple model entity that is intended for previewing sprites. As env_sprite works better for placing sprites in a map (not being removed when loading a saved game), this entity frequently gets relegated to being used to display MDLs instead in multiplayer games such as Counter-Strike.
Key Values
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Pitch Yaw Roll (Y Z X)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Sprite
(model)
<string> - The material to draw.
- Frames per Second
(framerate)
<string> - Rate at which the sprite should animate, if at all.
- Render FX
(renderfx)
<choices> - Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode
(rendermode)
<choices> - Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive
- Render Amount (0-255)
(renderamt)
<integer> - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B)
(rendercolor)
<color255> - Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; seefunc_conveyor
for more information.
- Master
(master)
<targetname> - Name of a master entity.
ZHLT:
- Copy lighting from (VHLT+)
(zhlt_copylight)
<targetname> - Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
- Tip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with
zhlt_noclip
enabled directly below this model's origin. Texture the top face withblack_HIDDEN
, and the rest of the faces withSKIP
. - Model shadows (UMHLT, SDHLT)
(zhlt_studioshadow)
<boolean> - Enable to cast shadows from MDLs found in the
model
KV. - Model shadow mode (SDHLT)
(zhlt_shadowmode)
<choices> - 0 - Use Bounding Box
- 1 - Use triangles (default)
- 2 - Use Bounding boxes of triangles