This object is obsolete; its use is discouraged and it may only exist/function in older engine branches.
env_terrainmorph is a point entity available in the Half-Life 2 series. It dynamically morphs displacements by pulling vertices along a normal, similar to the Paint Geometry tool in Hammer. Place this entity the desired distance from a displacement surface and set Angles (manually, with SmartEdit turned off and three angle values in place, e.g. 90 0 0) to the normal along which you want to pull the vertices of the surface.
- Start Radius
- Radius of the effect when morphing begins. Only this value is used
- Goal Radius
- Radius of the effect at the end of morphing. The radius of this effect will change from Start Radius to Goal Radius over the duration of this effect. Ignored if the Instant flag is set.
- The morph will take place over this period of time (seconds). Ignored if the Instant flag is set.
- Displacement Fraction
- If set to
1, the terrain surface will be pulled exactly to this entity's position. If set to
0.5, the surface will be pulled exactly half way to this entity's position. If set to
2, the surface will be pulled to an imaginary point twice as far away as this entity. (Any fraction value greater than
1.0will result in clipping. The surface cannot be pulled beyond this entity's position and any vertices attempting will clip to this entity's position. You may use this feature to create mesas.)
- Entity Scripts
<scriptlist>(New with Left 4 Dead 2)
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
<string>(New with Left 4 Dead 2)
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Note:Try to avoid expensive operations in this function, as it may cause performance problems.
- 1 : Instant
- If set, the morph will take place instantly instead of over time.
- Begin terrain morph
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although entities with a large number of children are killed marginally faster.
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
<script>(New with Left 4 Dead 2)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
<string>(New with Left 4 Dead 2)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
<string>(New with Left 4 Dead 2) !FGD
- Execute a VScript function in the scope of the receiving entity. Note:This input is missing from some games FGD files.
<origin>(New with Alien Swarm) !FGD
- Set this entity's origin in the map. Note:This input is missing from some games FGD files.
<angles>(New with Alien Swarm) !FGD
- Set this entity's angles in the map. Note:This input is missing from some games FGD files.
- Move with this entity. See Entity Hierarchy (parenting).
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- These Outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
OnKilled(New with Left 4 Dead)
- This Output fires when the entity is killed and removed from the game.