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An entity that creates gibs when it's within the influence of a helicopter's rotor wash.
Name targetname <target_source> The name that other entities refer to this entity by.
Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
Gib Direction (Pitch Yaw Roll) angles <string> The direction the gibs will fly.
Number of Gibs m_iGibs <integer> Total number of gibs to shoot each time it's activated.
Delay between shots delay <string> Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once.
Gib Angles (Pitch Yaw Roll) gibangles <string> The orientation of the spawned gibs.
Gib Velocity m_flVelocity <integer> Speed of the fired gibs
Course Variance m_flVariance <string> How much variance in the direction gibs are fired.
Gib Life m_flGibLife <string> Time in seconds for gibs to live +/- 5%
spawnflags spawnflags <flags>
Render FX renderfx <choices>
Render Mode rendermode <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
FX Amount (0 - 255) renderamt <integer> The FX amount is used by the selected Render Mode.
FX Color (R G B) rendercolor <color255> The FX color is used by the selected Render Mode.
Disable Receiving Shadows disablereceiveshadows <choices>
Model shootmodel <studio> Thing to shoot out. Can be a .mdl or a .vmt.
Material Sound shootsounds <choices>
Simulate simulation <choices>
Gib Skin skin <integer> Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter.
Time Under Rotor rotortime <float> The average time it has to be under the rotor before it shoots a gib.
Time variance rotortimevariance <float> The random amount to vary the time it has to be under the rotor before it shoots a gib.
Kill Removes this entity from the world.
KillHierarchy Removes this entity and all its children from the world.
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
FireUser1 Causes this entity's OnUser1 output to be fired.
FireUser2 Causes this entity's OnUser2 output to be fired.
FireUser3 Causes this entity's OnUser3 output to be fired.
FireUser4 Causes this entity's OnUser4 output to be fired.
SetParent <string> Changes the entity's parent in the movement hierarchy.
SetParentAttachment <string> Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.
Shoot Force the gibshooter to create and shoot a gib.
OnUser1 Fired in response to FireUser1 input.
OnUser2 Fired in response to FireUser2 input.
OnUser3 Fired in response to FireUser3 input.
OnUser4 Fired in response to FireUser4 input.