cycler
From Valve Developer Community
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This Entity is also available as Cycler (GoldSource Engine) for the GoldSource Engine. |
cycler is a point entity available in all Source games.
Entity description
It is used to display a model for testing purposes. Shooting it will cycle through the model's animations.
Keyvalues
Targetname:
- Name
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
<scriptlist>
(New with 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
<string>
(New with 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.
Parentname:
- Parent (parentname)
<targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
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.
RenderFXChoices:
- Render FX (renderfx)
<choices>
- Preset pattern of appearance effects.
RenderFields:
- Render Mode (rendermode)
<choices>
- Set a non-standard rendering mode on this entity.
- Render FX / Transparency (0 - 255) (renderamt)
<integer>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor)
<color255>
- Color tint.
- Disable Receiving Shadows (disablereceiveshadows)
<boolean>
- Prevent the entity from receiving shadows on itself.
RenderFXChoices:
- Render FX (renderfx)
<choices>
- Preset pattern of appearance effects.
- Model
<model path>
- Model file.
- Sequence
<integer>
- Default animation sequence for the model to be playing after spawning.
- Skin
<integer>
- Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.
Flags
- 1 : Not Solid
Inputs
-
SetSequence
<string>
- Sets the cycler's sequence.
Targetname:
-
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
. -
AddOutput
<string>
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format:<key> <value>
Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
-
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. -
Use
!FGD - Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs. -
RunScriptFile
<script>
(New with 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>
(New with 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
, 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>
(New with Left 4 Dead 2) !FGD - Execute a VScript function in the scope of the receiving entity.
-
SetLocalOrigin
<coordinates>
(New with 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>
(New with Alien Swarm) !FGD - Set this entity's angles.
Parentname:
-
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.
-
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
RenderFields:
-
Alpha
<integer>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0
. -
Color
<color255>
- Sets an RGB color for the entity.
Outputs
Targetname:
-
OnUser1
toOnUser4
- These Outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. -
OnKilled
(Only in the Left 4 Dead series) - This Output fires when the entity is killed and removed from the game.
See also
- cycler_actor - Special cycler entity for NPC`s.