gibshooter
Class hierarchy |
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CGibShooter |
effects.cpp
|
gibshooter
is a point entity available in all Source games. It shoots out giblets. Style of body part depends on language type.[Clarify]
Note:This entity is fairly outdated. New games use Env_shooter instead.
Note:In Black Mesa differs from other games in that this entity shoots out giblets of a male scientist. The best example is the scene in bm_c1a2b.
AltNames: In Black Mesa, this entity is also tied to
env_gibshooter
.
Contents
Flags
Repeatable : [1]
Fade out even when in player's view : [4]
!FGD
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
GibShooter:
- Number of Gibs
(m_iGibs)
<integer> - Total number of
gibs
to shoot each time the entity should shoot. - Delay between shots
(delay)
<float> - Delay (in seconds) between shooting each
gib
. If 0, allgibs
shoot at once. - Gib Angles (Pitch Yaw Roll)
(gibangles)
<vector3> - The orientation of the spawned
gibs
. - Max angular velocity
(gibanglevelocity)
<float> - How fast (degrees/sec) the
gibs
should spin. They will spin on the x and y axes between 10% and 100% of this speed. - Gib Velocity
(m_flVelocity)
<float> - Speed of the fired
gibs
. - Course Variance
(m_flVariance)
<float> - How much variance in the direction
gibs
are fired. - Gib Life
(m_flGibLife)
<float> - Time in seconds for
gibs
to live +/- 5%. - Lighting Origin
(lightingorigin)
<targetname> - Select an entity (not
info_lighting
!) to specify a location to sample lighting from for allgib
s spawned by this shooter, instead of their own origins. - Physics
(simulation)
<choices> - How the
gibs
will be physically simulated.
Inputs
GibShooter:
Shoot
- Force the gibshooter to create and shoot a
gib
.
Important:This entity will be removed after this input.