env_bubbles
env_bubbles
is a point entity available in all GoldSrc games. It creates an area of rising bubbles.
Key Values
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Bubble density
(density)
<integer> - This is the density of bubbles spawned.
- Bubble frequency
(frequency)
<integer> - The higher the value here, the greater the frequency bubbles will appear at.
- Speed of current
(current)
<integer> - The higher this value, the more bubbles drift in the direction specified by the entity angle.
ZHLT:
- Don't Render (ZHLT 3+)
(zhlt_invisible)
<boolean> - Treat all faces as if they were textured with NULL.
- Tip:Use this on triggers which use custom textures instead of AAATRIGGER or NULL, such as ladders.
- Custom Hull 1 (VHLT+)
(zhlt_hull1)
<targetname> - Custom Hull 2 (VHLT+)
(zhlt_hull2)
<targetname> - Custom Hull 3 (VHLT+)
(zhlt_hull3)
<targetname> - Which named info_hullshape entity to use for the specified clipping hull.
- Mins/Maxs (VHLT+)
(zhlt_minsmaxs)
<mins vector + maxs vector> - Override this entity's bounding box.
- zhlt_transform
(zhlt_transform)
<???> - Never visible (VHLT+)
(zhlt_hidden)
<boolean> - Don't create marksurfaces for this entity, resulting in it being treated by VIS as never visible.
- Tip:The
_HIDDEN
texture suffix does the same thing, but also works on world brushes, which are used for model lighting. - Strip lightmaps after compiling (VHLT+)
(zhlt_striprad)
<boolean> - Undefines the lightmaps for brushes on this entity after compiling, resulting in the faces being fullbright and not using up allocblock. Unlike TEX_SPECIAL, faces with zhlt_striprad will still affect bounced lighting.
Flags
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