cycler
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Important:This is a debug entity. Use env_model or item_generic if available, otherwise use cycler_sprite (if multiplayer), monster_furniture (if singleplayer), or env_sprite (singleplayer or multiplayer).
Confirm:func_door_rotating (with a dummy multisource as its master) probably works as well if you want skin and bodygroup selection, but requires


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CGenericCycler |
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cycler
is a model 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 its model.
Often used to precache external models used by other entities that do not precache their own models, alongside a trigger_auto to killtarget the cycler.


zhlt_usemodel
to call a cycler to precache the MDL/BSP/SPR.Key Values
Monster Cycler:
- Model (model) <model path>
- Model to display (MDL, BSP, or SPR). Relative to mod folder.
- Colormap (colormap) <integer>
- Works like the deathmatch recolor system, wherein this KV equals
(bottomcolor * 256) + topcolor
. This value can be calculated using.
Tip:In
Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity.
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- 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; see func_conveyor for more information.
ZHLT:
- Copy lighting from (VHLT+) (zhlt_copylight) <targetname>
- Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
Tip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with
zhlt_noclip
enabled directly below this model's origin. Texture the top face withblack_HIDDEN
, and the rest of the faces withSKIP
.Note:Not compatible with entities using the effect flag EF_INVLIGHT.
- Model shadows (UMHLT, SDHLT) (zhlt_studioshadow) <boolean>
- Enable to cast shadows from MDLs found in the
model
KV.
- Model shadow mode (SDHLT) (zhlt_shadowmode) <choices>
- 0 - Use Bounding Box
- 1 - Use triangles (default)
- 2 - Use Bounding boxes of triangles