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env_gunfire

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Info.png
This entity is not in the Counter-Strike: SourceDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2 FGD by default .
See below for instructions on making it available.
class hierarchy
CEnvGunfire defined in effects.cpp
CPointEntity
CBaseEntity
A env_gunfire from multiple sides.

env_gunfire is a point entity available in all Source Source games. It creates a gunfire effect which can be dynamically controlled and pointed at a target, to give the illusion of a weapon firing without an actual weapon entity being used. This is only a visual/sound effect. No damage is done.

Note.pngNote:In Counter-Strike: Global Offensive, damage is dealt according to the specified weapon (weaponname). If a player is killed, the kill feed shows "Automated Sentry" as the killer with a dronegun as kill icon. The killer information for the killed player shows his own profile picture with the red text "You were killed by the Automated Sentry".
Confirm.pngConfirm: No gunshot sounds are played.
PlacementTip.gifPlacement Tip:Valve will often use this entity for its sound effects alone. This is handy for having gunfights overheard before an encounter starts. It is not, however, used for ambient gunfire heard throughout war-torn City 17. That is done through soundscapes.

Keyvalues

Distribution patterns. Top is an even distribution. Bottom is biased.

Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Target (target) <targetname>
Shoot at this target.
Min Burst Size (minburstsize) <integer>
Minimum number of rounds in a burst.
Max Burst Size (maxburstsize) <integer>
Maximum number of rounds in a burst.
Min Delay Between Bursts (minburstdelay) <float>
Minimum delay between bursts in seconds.
Max Delay Between Bursts (maxburstdelay) <float>
Maximum delay between bursts in seconds.
Rate of fire (rateoffire) <float>
Number of bullets to fire per second.
Bullet spread (spread) <integer>
Bullets may deviate this far away in degrees from shooting straight forward. Any number may be used.
Bullet distribution should be... (bias) <choices>
How to distribute bullets within the spread. Even distribution will shoot bullets nearly uniformly throughout the Bullet spread cone. Biased will avoid the middle and aim more along the outside of the cone.
  • 1: Evenly distributed
  • -1: Biased towards the outside
Collision detection (collisions) <choices>
Whether/how to handle bullet collision detection. If you select None, this entity will be very cheap to use, but all bullets will stop short at their target's position in space and there will be no impact effects. Normal collision detection does the same things NPCs do when they fire their guns (except harm anything).
  • 0: None. Cheap performance.
  • 1: Normal collision detection.
Shoot Sound (shootsound) <string>
Gunfire sound to make. Any sound name can be inserted, either as a filepath or a soundscript name.
Literal Value Description
Weapon_AR2.NPC_Single AR2
Weapon_SMG1.NPC_Single SMG1
Tracer (tracertype) <choices>
Type of tracer to display. If not set, the default tracer will fire. See List of Client Effects for all usable effects.
Literal value Description
AR2TRACER AR2
Weapon (weaponname) <choices> (in all games since Counter-Strike: Global Offensive)
Sets all the effect settings to the ones for one gun.
Confirm.pngConfirm: Do Shoot Sound, Collision detection, and Tracer still work in CSGO?
Literal Value Description
weapon_deagle Deagle
weapon_elite Elites
weapon_fiveseven FiveSeven
weapon_glock Glock
weapon_p228 p228
weapon_usp USP
weapon_ak47 AK47
weapon_aug Aug
weapon_awp AWP
weapon_famas Famas
weapon_g3sg1 g3sg1
weapon_galil Galil
weapon_m249 M249
weapon_m4a1 m4a4
weapon_mac10 Mac10
weapon_p90 P90
weapon_ump45 Ump45
weapon_xm1014 XM1014
weapon_bizon Bizon
weapon_mag7 Mag7
weapon_negev Negev
weapon_sawedoff Sawedoff
weapon_tec9 Tec9
weapon_mp7 Mp7
weapon_mp9 Mp9
weapon_nova Nova
weapon_p250 p250
weapon_scar20 Scar20
weapon_sg556 sg556
weapon_ssg08 ssg08
weapon_usp_silencer USP
weapon_m4a1_silencer M4A1 Silencer

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

See also