Difference between revisions of "Func combine ball spawner"

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(Entity description)
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See the [[combine_ball_generator]] and [[combine_ballspawner]] prefabs for examples of uses.
 
See the [[combine_ball_generator]] and [[combine_ballspawner]] prefabs for examples of uses.
 +
 +
For the [[point entity]] variant, see [[point_combine_ball_launcher]].
  
 
==Availability==
 
==Availability==

Revision as of 19:11, 2 March 2018

<Half-Life 2> func_combine_ball_spawner is a brush entity available in the Half-Life 2 series.

Entity description

A volumetric trigger that creates combine balls.

See the combine_ball_generator and combine_ballspawner prefabs for examples of uses.

For the point entity variant, see point_combine_ball_launcher.

Availability

Template:In game HL2. In code it is represented by class CFuncCombineBallSpawner, defined in hl2_dll\prop_combine_ball.cpp.

Keyvalues

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

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.
  • Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
  • ballcount
<integer> This is how many balls will be bouncing around inside the spawner.
  • minspeed
<float> The minimum speed of balls that fly in the spawner.
  • maxspeed
<float> The maximum speed of balls that fly in the spawner.
  • ballradius
<float> The radius of the energy balls.
  • balltype
<choices>
Literal Value Description
0 Combine Energy Ball 1
1 Combine Energy Ball 2
2 Combine Energy Ball 3
  • ballrespawntime
<float> The energy balls' respawn time.

Flags

  • 4096 : Start Inactive
  • 8192 : Combine Power Supply
If set, combine balls will bounce in this entity's volume.

Inputs

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.
  • Enable
  • Disable

Outputs

Targetname:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.
  • OnBallGrab

To do: Write what it does.

(activator is the prop_combine_ball)
  • OnBallHitBottomSide

To do: Write what it does.

(activator is the prop_combine_ball)
  • OnBallHitTopSide

To do: Write what it does.

(activator is the prop_combine_ball)
  • OnBallReinserted

To do: Write what it does.

(activator is the prop_combine_ball)
  • OnFirstBallReinserted

To do: Write what it does.

(activator is the prop_combine_ball)