env_shooter
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| CEnvShooter |

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.
Flags
- Repeatable : [1]
- On fire : [2]
- Creates entityflame which is parented to gib. Lifetime as long as gib's.
Bug:Doesn't work with raggib. (tested in:
) - 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.
parentnameortarget).
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
gibmodels. 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]
|
GibShooter:
- Number of Gibs (m_iGibs) <integer>
-
Total number of
gibsto shoot each time the entity should shoot.
- Delay between shots (delay) <float>
-
Delay (in seconds) between shooting each
gib. If 0 or lower, allgibsshoot 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
gibsshould 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
gibsare fired.
- Gib Life (m_flGibLife) <float>
-
Default Value: 25
Time in seconds forgibsto 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
gibswill be physically simulated.
- Disable Shadows (nogibshadows) <boolean>
-
Set to 1 to disable render target shadows on
gibs.
RenderFields:
- Render Mode (rendermode) <byte choices>
-
Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
-
Default Value: 255
Translucency amount, requires a Render Mode other than Normal or Solid. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
-
Default Value: 255 255 255
Color tint.
-
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.
Choices - 0: Default ("Low" for
mincpulevel, "High" formaxcpulevel) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
-
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.
Choices - 0: Default ("Low" for
mingpulevel, "Very High" formaxgpulevel) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
- 0: Default ("Low" for
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
rendermodeset to a number other than0. - Color <color255>
- Sets an RGB color for the entity.