env_shooter
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Class hierarchy |
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CEnvShooter |
effects.cpp |
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]
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 all
gib
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.
|
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.