env_bubbles
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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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