cycler
(Redirected from Cycler (GoldSource Engine))
Class hierarchy |
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CGenericCycler |
h_cycler.cpp
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cycler
is a point entity available in all GoldSrc 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.
Important:This is a debug entity, and will not survive save-loads. Use
env_model
or item_generic
if available, otherwise use cycler_sprite
(if multiplayer), monster_furniture
(if singleplayer), or env_sprite
(singleplayer or multiplayer).Key Values
Monster Cycler:
- Model
(model)
<model path> - Model to display (MDL, BSP, or SPR). Relative to mod folder.
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- 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.
- Render FX
(renderfx)
<choices> - Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode
(rendermode)
<choices> - Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive
- Render Amount (0-255)
(renderamt)
<integer> - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B)
(rendercolor)
<color255> - Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; seefunc_conveyor
for more information.