env_shooter
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; seefunc_conveyor
for more information.