gibshooter
Jump to navigation
Jump to search
Class hierarchy |
---|
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Note:This entity is fairly outdated.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
.
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 all
gib
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.