Difference between revisions of "Cycler (GoldSource Engine)"

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{{GoldSource base point|cycler}}
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{{GoldSource base point|cycler}} A simple entity that is used for displaying model animations. When it takes damage from any weapon, it will begin to loop the next animation sequence of it's model.
  
==Description==
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==Key Values==
'''Cyclers''' are simple entities that are used for displaying model animations. When they take damage from a weapon, they will begin to loop the next animation sequence of it's model.
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{{ScrollBox|title=Monster Cycler|
 
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{{KV|Model|model|Model to display. Relative to mod folder.}}
==Key values==
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}}
; Model <code><[[model]]></code>
 
: Model to display. Relative to mod folder.
 
 
{{Hl1 kv targetname}}
 
{{Hl1 kv targetname}}
 
{{KV_Angles}}
 
{{KV_Angles}}
 
{{Hl1_kv_renderfields}}
 
{{Hl1_kv_renderfields}}
  
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[[Category:Entities]]
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[[Category:Half-Life]]
 
[[Category:Half-Life Entities]]
 
[[Category:Half-Life Entities]]

Latest revision as of 10:28, 15 June 2018

<Half-Life> cycler is a point entity available in all GoldSource engine games. A simple entity that is used for displaying model animations. When it takes damage from any weapon, it will begin to loop the next animation sequence of it's model.

Key Values

Monster Cycler:

Model <model>
Model to display. Relative to mod folder.

Targetname:

Name <target_source>
The targetname that other entities refer to this entity by.


Angles:

Pitch Yaw Roll (Y Z X) <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.

Render FX Choices:

Render FX <choices>
Render FX mode to use, for special effects.
  • 0: "Normal"
  • 1: "Slow Pulse"
  • 2: "Fast Pulse"
  • 3: "Slow Wide Pulse"
  • 4: "Fast Wide Pulse"
  • 9: "Slow Strobe"
  • 10: "Fast Strobe"
  • 11: "Faster Strobe"
  • 12: "Slow Flicker"
  • 13: "Fast Flicker"
  • 5: "Slow Fade Away"
  • 6: "Fast Fade Away"
  • 7: "Slow Become Solid"
  • 8: "Fast Become Solid"
  • 14: "Constant Glow"
  • 15: "Distort"
  • 16: "Hologram (Distort + fade)"

Renderfields:

Render Mode <choices>
Render Mode to use.
  • 0: "Normal"
  • 1: "Color"
  • 2: "Texture"
  • 3: "Glow"
  • 4: "Solid"
  • 5: "Additive"
FX Amount (1-255) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
FX Color (R G B) <color255>
Color to use by the specified render mode.