env_shooter
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env_shooter
is a point entity available in all 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
gib
s to shoot each time the entity should shoot. - Delay between shots (delay) <string>
- Delay (in seconds) between shooting each
gib
. If 0, allgib
s shoot at once. - Gib Velocity (m_flVelocity) <integer>
- Speed of the fired
gib
s. - Course Variance (m_flVariance) <string>
- How much variance in the direction
gib
s are fired. - Gib Life (m_flGibLife) <string>
- Time in seconds for
gib
s 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.