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cycler

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Class hierarchy
CGenericCycler
CCycler
CBaseMonster
CBaseToggle
CBaseAnimating
CBaseDelay
CBaseEntity
h_cycler.cpp

cycler is a point entity available in all GoldSrc 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.

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.

Icon-Important.pngImportant: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).
Confirm:func_door_rotating (with a dummy multisource as its master) probably works as well if you want skin and bodygroup selection, but requires 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.
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; 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.pngTip: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 with black_HIDDEN, and the rest of the faces with SKIP.
Note.pngNote: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