env_pinch
env_pinch
is a point entity available in Black Mesa. This entity creates pinch with scaling effect, the pinch is sprite with refraction that uses effects/strider_pinch_dudv
texture.
Represented by class CEnv_Pinch
.
Important:You need to put material of the texture into
custom
folder (can be found in hl2_misc_dir.vpk
), otherwise you will see the chessboard texture, also, the console will spam Material effects/strider_pinch_dudv has bad reference count 0 when being bound
error message. Not in Black Mesa (the mod version).
Contents
Keyvalues
- Life Time
(timer)
<float> - Amount of time before
Finish
input afterStart
input. - Start Size
(startsize)
<float> - Start size.
- End Size
(endsize)
<float> - End size.
CBaseEntity:
- Name
(targetname)
<string> - The name that other entities use to refer to this entity.
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails. - Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Bug:Hammer does not move the entities accordingly in the editor. [todo tested in?]
- 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.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Spawnflags
(spawnflags)
<flags> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<flags> !FGD - Combination of effect flags to use.
Flags
- [
65536
] : Remove after pinch fx is finished
If this flag is unchecked - this entity will not be removed afterFinish
input.
Inputs
Start
<void>- Start the pinch effect.
Note:If fired after
Stop
input, this input will give restart effect.Stop
<void>- Stop
Life Time
and make the pinch effect infinite.
Finish
<void> !FGD- Finish the pinch effect and fire
OnFinish
output (also removes entity if the flag is checked).
CBaseEntity:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
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.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
Outputs
OnFinish
- Fires when pinch effect is finished.
CBaseEntity:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.