From Valve Developer Community
(Redirected from Swarm Biomass)
Jump to: navigation, search

<Alien Swarm> asw_alien_goo is a point entity available in Alien Swarm. This entity creates an animated object which behaves like the biomass in Alien Swarm. When the player touches it, he will be hurt and it can be destroyed using fire. This entity will constantly play its worldmodels idle animation.

Note.png Note: This entity can be given any worldmodel and it will still behave like biomass, but it is recommended to use the biomass models found in models\aliens\biomass\ folder, which are designed for this purpose and have an appropriate idle animation
Tip.png Tip: Good for interaction with asw_objective_destroy_goo!



Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <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> (in all games since <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.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.


Pitch Yaw Roll (Y Z X) (angles) <angle>
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.


Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Worldmodel <model>
The 3D model used to display this entity in the world.
Warning.png Warning: I strongly reccomend usage of the modles from models\aliens\biomass\ folder to avoid confusion!
Skin <integer>
Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.
Disable Shadows
Used to disable dynamic shadows on this entity.
Pulse Strenght
Controls the amplitude of the pulsating goo (ranges from 0 to 1.0).
Warning.png Warning: Will only work with models mentioned above!
Pulse Speed
Controls how quickly the goo pulsates (1.0 is normal, can be set higher or lower).
Warning.png Warning: Will only work with models mentioned above!
Burning Link Name
Alien goo/Grub sacs that share the same Burning Link Name will all be set on fire when one of those alien goo's is set on fire.
Tip.png Tip: Useful for creating large numbers of biomass on a single spot, which should interact when being bunt.
Has Ambient Sound
Whether the goo has a slimey ambient sound effect loop or not.
Tip.png Tip: Whe using large amounts of biomass their ambient sounds may dominate the levels ambience too much, so you might only want one or two biomass entities play a loop.
Requiered By Objective
Whether the goo must be destroyed for an objective. (supresses burn hint if no).
Note.png Note: Does not mean goo must be destroyed to complete mission - to achive that effect use asw_objective_destroy_goo entity.



Removes this entity from the world.
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <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.
RunScriptCode <string> (in all games since <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.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png 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.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !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.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.
enbale/disable shadows
En/disable dynamic shadows on this object [?].
Change the skin of this objects wordl model.



OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.
Fired when the biomass is set on fire.
Tip.png Tip: Useful for calling spawners while marines have to wait for biomass to be destroyed.
Fired when the biomass is fully destroyed.
Tip.png Tip: Useful for firing a completion input on an asw_objective_destroy_goo.

See also