func_combine_ball_spawner is a brush entity available in the following Source engine games:
Half-Life 2, Portal, Portal 2. It's a brush that creates and contains
prop_combine_balls. See the combine_ball_generator and combine_ballspawner prefabs for examples of uses.
In code, it is represented by class
CFuncCombineBallSpawner, defined in
- 4096: Start Inactive
- 8192: Combine Power Supply
- If set, balls will bounce as if in a power generator, like in
d3_c17_10b(Overwatch Nexus). If not set, they will behave like balls inside the pillars of light seen frequently in the Citadel.
- Ball count (ballcount)
- How many balls will be bouncing around.
- Min ball speed (minspeed)
- The minimum speed of balls.
- Max ball speed (maxspeed)
- The maximum speed of balls.
- Ball radius (ballradius)
- Controls the size of balls. Seems to only make smaller balls.
- Ball Type (balltype)
- Non-functional for this entity. All balls will spawn as the first type.
- Ball Respawn Time (ballrespawntime)
- When balls explode (from being outside the field for too long) for an amount of time, wait this long until spawning new balls.
- Minimum Bounding Box Size (mins)
- Co-ordinate of the minimum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.
- Maximum Bounding Box Size (maxs)
- Co-ordinate of the maximum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.
- Collisions (solid)
- Method of collision for this entity.
- Classname (classname)
- The classname defines the type of entity. Classnames can be changed using
AddOutput, which will influence how the engine deals with the entity in certain circumstances.
- Name (targetname)
- The name that other entities refer to this entity by.
- Global Entity Name (globalname)
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Parent (parentname)
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition. Some entities which aren't intended to be parented may not function correctly.
phys_constraintcan be used as a workaround to parenting.
- Origin (X Y Z) (origin)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z) (angles)
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Flags (spawnflags)
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts (ResponseContext)
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,.... Contexts may be filtered.
- Effects (effects)
- Combination of effect flags to use.
- Local Time (ltime)
- The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think (nextthink)
- Amount of time before the entity thinks again.
- Hammer ID (hammerid)
- The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
- Disable for Xbox 360 (disableX360)
<boolean>(New with Left 4 Dead 2) !FGD
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts (vscripts)
<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 (thinkfunction)
<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. Try to avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation (LagCompensate)
<boolean>(New with Left 4 Dead 2) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Enable/disable this entity from performing its task. It might also disappear from view.
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame.
- 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.
- Evaluates a keyvalue/output on this entity.
<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.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
<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.
<coordinates>(New with Portal 2) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
<angles>(New with Portal 2) !FGD
- Set this entity's angles.
- Fired when a ball is disrupted and considered outside the container, normally by punting or pulling with the gravity gun.
- Fired when a ball hits the bottom of its container, then bounces back up.
- Fired when a ball hits the top of its container, then bounces back down.
- Fired when a ball re-enters the container.
- Fired when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something.
OnBallReinsertedwill also fire whenever this does.
- Fired when there's only one ball (remaining), and it is disrupted.
OnBallGrabbedwill also fire whenever this does.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.