env_shooter
Class hierarchy |
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CEnvShooter |
effects.cpp
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env_shooter
is a point entity available in all Source games. It shoots giblets out of its origin. These gibs can be either models or sprites.
Contents
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
ortarget
).
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
: None0
: Glass1
: Wood2
: Metal3
: Flesh4
: 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 ) - Force gibs to be a certain mass. Default mass is 200.[confirm]
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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, allgibs
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 allgib
s 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 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 ) - Don't render for players with Effect Details levels that exceed the minimum or maximum.
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- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<integer choices> (in all games since ) - Don't render for players with Shader Details levels that exceed the minimum or maximum.
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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 than0
.
Color
<color255>- Sets an RGB color for the entity.