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env_shooter

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

Key Values

Number of Gibs (m_iGibs) <integer>
Total number of gibs to shoot each time the entity should shoot.
Delay between shots (delay) <string>
Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once.
Gib Velocity (m_flVelocity) <integer>
Speed of the fired gibs.
Course Variance (m_flVariance) <string>
How much variance in the direction gibs are fired.
Gib Life (m_flGibLife) <string>
Time in seconds for gibs to live +/- 5%.
Model or Sprite name (shootmodel) <model path>
Thing to shoot out. Can be a model or sprite.
Material Sound (shootsounds) <choices>
What sounds play when the gibs are interacted with (shooting, walking on, etc).
Value Description
-1 None
0 Glass
1 Wood
2 Metal
3 Flesh
4 Concrete
Gib Sprite Scale (scale) <string>
Sets the scale of sprites, in the form of a size multiplier.
Gib Skin (skin) <integer>
Sets which skin of models the entity will use, if the model has more than one.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Value Description
0 Normal
1 Slow Pulse
2 Fast Pulse
3 Slow Wide Pulse
4 Fast Wide Pulse
5 Slow Fade Away
6 Fast Fade Away
7 Slow Become Solid
8 Fast Become Solid
9 Slow Strobe
10 Fast Strobe
11 Faster Strobe
12 Slow Flicker
13 Fast Flicker
14 Constant Glow
15 Distort
16 Hologram (Distort + fade)
Render Mode (rendermode) <choices>
Render Mode to use.
Value Description
0 Normal
1 Color
2 Texture
3 Glow
4 Solid
5 Additive
Render Amount (0-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
Render Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.