func_guntarget
func_guntarget
is a brush entity available in all GoldSrc games. It is a moving target that moves along a path of path_tracks. It can be shot and killed.
Key Values
Targetname:
- Name
(targetname)
<targetname> - The targetname that other entities refer to this entity by.
Global:
- Global Entity Name
(???)
<string> - Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
- Speed (units per second)
(speed)
<integer> - The speed at which the target moves along its path.
- First stop target
(target)
<targetname> - The name of the first path_track entity in the path that this target should follow.
- Fire on damange
(message)
<targetname>
- Damage to Take
(health)
<integer> - The amount of damage taken before this target is killed.
- Minimum light level
(_minlight)
<string>
- 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
- FX Amount (1-255)
(renderamt)
<integer> - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
- FX Color (R G B)
(rendercolor)
<color255> - Color to use by the specified render mode.
Also used to control the speed of scrolling textures; seefunc_conveyor
for more information.
ZHLT:
- ZHLT Lightflags
(???)
<choices> - Special lighting behavior. Only available if using Zoner's Half-Life Compile Tools.
- 0 : "Default"
- 1 : "Embedded Fix"
- 2 : "Opaque (blocks light)"
- 3 : "Opaque + Embedded fix"
- 6 : "Opaque + Concave Fix"
- Light Origin Target
(???)
<string> - Used to define a target to sample lighting from.