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env_shooter

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Class hierarchy
CEnvShooter
CGibShooter
CBaseEntity
effects.cpp
Env shooter.png

env_shooter is a point entity available in all Source Source games. It shoots giblets out of its origin. These gibs can be either models or sprites.


Flags

Repeatable : [1]
On fire : [2]
Fade out even when in player's view : [4]

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Model (shootmodel) <model path>
Thing to shoot out. Can be an MDL or a VMT.
Material Sound (shootsounds) <choices>
What sounds play when the gibs are interacted with (shooting, walking on, etc). See $surfaceprop.
  • -1: None
  • 0: Glass
  • 1: Wood
  • 2: Metal
  • 3: Flesh
  • 4: Concrete
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Model Scale (scale) <float>
Multiplies the size of the gib models. Physics will not be scaled up.
Gib Gravity Scale (gibgravityscale) <float>
Scale gravity so that gibs fall faster, slower, or not at all. Only for point gibs.
Mass (massoverride) <float> (in all games since Half-Life 2: Episode One Half-Life 2: Episode Two)
Force gibs to be a certain mass. Default mass is 200.[confirm]
Black Mesa Black Mesa only keyvalues
Blood Color (massoverride) <choices>
Blood color for gibs. Appears when a gib touches world geometry. Only for point gibs.
  • -1: None
  • 0: Red (Human)
  • 1: Yellow (Alien)
  • 2: Green (Alien)
  • 3: Grey (Mech)
Note.pngNote:No difference between last three.
Confirm:Can this be fixed ?
Note.pngNote:This feature doesn't work with all models.
Explode on Impact (touchkill) <choices>
If set to Yes - gib will explode when it touches world geometry. Only for point gibs.
  • 0: No
  • 1: Yes
Explode Damage (gibdamage) <float>
The amount of damage the gib will do when exploding.
Explode Sound (gibsound) <sound>
Sound to play when gib exploding.

GibShooter:

Number of Gibs (m_iGibs) <integer>
Total number of gibs to shoot each time the entity should shoot.
Delay between shots (delay) <float>
Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once.
Gib Angles (Pitch Yaw Roll) (gibangles) <vector3>
The orientation of the spawned gibs.
Max angular velocity (gibanglevelocity) <float>
How fast (degrees/sec) the gibs should spin. They will spin on the x and y axes between 10% and 100% of this speed.
Gib Velocity (m_flVelocity) <float>
Speed of the fired gibs.
Course Variance (m_flVariance) <float>
How much variance in the direction gibs are fired.
Gib Life (m_flGibLife) <float>
Time in seconds for gibs to live +/- 5%.
Lighting Origin (lightingorigin) <targetname>
Select an entity (not info_lighting!) to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.
Physics (simulation) <choices>
How the gibs will be physically simulated.
Disable Shadows (nogibshadows) <boolean>
Set to 1 to disable render target shadows on gibs.

RenderFields:

Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <choices>
Various somewhat legacy alpha effects. See render effects
Render Amount / Transparency (renderamt) <integer 0–255>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.


Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices
  • 0: ("Low" formincpulevel, "High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices
  • 0: ("Low" formingpulevel, "Very High" formaxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
See also:  cpu_level / gpu_level convars

Inputs

GibShooter:

Shoot
Force the gibshooter to create and shoot a gib.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255>
Sets an RGB color for the entity.

See Also