ent_watery_leech

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Ent watery leech.png
Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map.
Class hierarchy
CWateryDeathLeech
CBaseAnimating
CBaseEntity
hl2_triggers.cpp
Warning.pngRisk of Confusion:This entity is not an NPC, it is a simple animated model. Half-Life: Source Half-Life: Source and Black Mesa Black Mesa have an NPC version of this entity, monster_leech and npc_leech respectively.

ent_watery_leech is a model entity available in Half-Life 2 series Half-Life 2 series and Black Mesa (mod) Black Mesa (mod).

Warning.pngWarning:
  • The {{{game1}}} parameter is inconsistent with the name defined by the {{Black Mesa (mod)}} template. This can most likely be fixed by setting the value of the {{{game1}}} parameter to Black Mesa (mod).
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

When a player touches trigger_waterydeath, a multitude of ent_watery_leech entities will spawn around the player.

Keyvalues

CBaseAnimating:

Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip.pngTip:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (in all games since Alien Swarm) (also in Source 2013)
A multiplier for the size of the model.
Tip.pngTip:In Hammer++ Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding Shift will scale it in smaller increments of 0.05.
Bodygroup (body / SetBodyGroup) <integer>
Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note.pngNote:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning. May be overridden by game code.
Lighting Origin (lightingorigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.


See also