func_combine_ball_spawner

From Valve Developer Community
Revision as of 13:22, 24 September 2020 by Kurtle Kiwi (talk | contribs)
Jump to: navigation, search
English
An energy ball pulled from a spawner (to the left). The ball spawners behind the soldiers use the same entity, with different settings.

func_combine_ball_spawner is a brush entity available in the following Source engine games:

Half-Life 2 Half-Life 2, Portal Portal, Portal 2 Portal 2. It's a brush that creates and contains prop_combine_balls. See the combine_ball_generator and combine_ballspawner prefabs for examples of uses.

In code, it is represented by theCFuncCombineBallSpawnerclass, defined in theprop_combine_ball.cppfile.

Flags

  • 4096: Start Inactive
  • 8192: Combine Power Supply
If set, balls will bounce as if in a power generator, like in d3_c17_10bHalf-Life 2 (Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the Citadel.

Keyvalues

Ball count (ballcount) <integer>
How many balls will be bouncing around.
Min ball speed (minspeed) <float>
The minimum speed of balls.
Max ball speed (maxspeed) <float>
The maximum speed of balls.
Ball radius (ballradius) <float>
Controls the size of balls. Seems to only make smaller balls.
Note.png Note: The balls appear normal size when grabbed with the super phys gun.
Ball Type (balltype) <choices>
Non-functional for this entity. All balls will spawn as the first type.
Ball Respawn Time (ballrespawntime) <float>
When balls explode (from being outside the field for too long) for an amount of time, wait this long until spawning new balls.
Note.png Note: When set to -1 balls won't respawn.


Brush:

Minimum Bounding Box Size (mins) <vector> !FGD
Maximum Bounding Box Size (maxs) <vector> !FGD
Starting at the brush's origin, mark a bounding box's corner as this far away. Both are required at the same time so one side of the bounding box isn't empty.
Note.png Note: To translate a brush's size in Hammer to these keys, first divide the size value shown in Hammer by 2. Apply the result to themaxskey, then apply the inverted variant (multiply / divide by -1) for theminskey.
Note.png Note: If collisions is already set, it must be set back to Bounding Box (solid 2).
Collisions (solid) <choices>
Method of collision for this entity.
Model Index (modelindex) <short> !FGD
Given the number index from dumping thecl_precacheinfo modelprecachetable, sets entity model to of the index.
Warning.png Warning: If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.

Base:

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.png Tip: Entities transition to the next map with their parents
Tip.png Tip: phys_constraintcan be used as a workaround if parenting fails.
Global Entity Name (globalname) <string>
When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png Note: Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (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.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
Tip.png Tip: Can also be filtered for or against!
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.png Tip: Changing classnames using theAddOutputinput can still influence the game's code, like making the classname match one element in the S_PreserveEnts list will make the entity persists on new rounds!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like theent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.
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. Try to avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Disable for Xbox 360 (disableX360) <boolean> (in all games since Left 4 Dead 2) !FGD
If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.


Inputs

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.


Base:

AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
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:
Syntax:


ClearContext <string>
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
RemoveContext
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since Left 4 Dead.
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.png Bug: In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix: Remove the string argument 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.


Outputs

OnBallGrabbed
Fired when a ball is disrupted and considered outside the container, normally by punting or pulling with the gravity gun. !activator is the prop_combine_ball.
OnBallHitBottomSide
Fired when a ball hits the bottom of its container, then bounces back up.
OnBallHitTopSide
Fired when a ball hits the top of its container, then bounces back down.
OnBallReinserted
Fired when a ball re-enters the container.
OnFirstBallReinserted
Fired when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something.
Note.png Note: OnBallReinserted will also fire whenever this does.
OnLastBallGrabbed
Fired when there's only one ball (remaining), and it is disrupted.
Note.png Note: OnBallGrabbed will also fire whenever this does.

Base:

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.

See Also