func_combine_ball_spawner
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Class hierarchy |
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CFuncCombineBallSpawner |
prop_combine_ball.cpp |
func_combine_ball_spawner
is a brush entity available in Half-Life 2 series and Portal series. It's a brush that creates and contains prop_combine_balls. See the combine_ball_generator and combine_ballspawner prefabs for examples of uses.
Flags
Start Inactive : [4096]
Combine Power Supply : [8192]
- 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.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Ball count (ballcount) <integer>
- How many balls will be bouncing around.
- Min ball speed (minspeed) <float>
- The minimum speed of balls.
- Max ball speed (maxspeed) <float>
- The maximum speed of balls.
- Ball radius (ballradius) <float>
- Controls the size of balls. Seems to only make smaller balls.
Note:The balls appear normal size when grabbed with the super phys gun.
- Ball Type (balltype) <choices>
- Non-functional for this entity. All balls will spawn as the first type.
- Ball Respawn Time (ballrespawntime) <float>
- When balls explode (from being outside the field for too long) for an amount of time, wait this long until spawning new balls.
Note:When set to -1 balls won't respawn if the combine power supply flag is checked.
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnBallGrabbed
- Fired when a ball is disrupted and considered outside the container, normally by punting or pulling with the gravity gun. !activator is the prop_combine_ball.
- OnBallHitBottomSide
- Fired when a ball hits the bottom of its container, then bounces back up.
- OnBallHitTopSide
- Fired when a ball hits the top of its container, then bounces back down.
- OnBallReinserted
- Fired when a ball re-enters the container.
- OnFirstBallReinserted
- Fired when there's only one ball (remaining), and it re-enters the container. Useful for re-powering something.
Note:
OnBallReinserted
will also fire whenever this does.- OnLastBallGrabbed
- Fired when there's only one ball (remaining), and it is disrupted.
Note:
OnBallGrabbed
will also fire whenever this does.