xen_hair

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xen_hair is a point entity available in the following GoldSrc GoldSrc games or engine branches:
Half-Life Half-LifeHalf-Life: Blue Shift Half-Life: Blue ShiftHalf-Life: Opposing Force Half-Life: Opposing Force and Team Fortress Classic Team Fortress Classic.

Xen_hair

Description

Xen Hair resembles a real-world, black, mammal hair. It is completely inoffensive, has no AI, doesn't react to the player's presence, and only flaps in the wind. Often found around and in Healing Pools, it seems to inhabit wild and wet locations, living alone or in a group of up to four organisms.

Key Values


Targetname:
Name (targetname) <targetname>
The targetname that other entities refer to this entity by.

Angles:
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.
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; see func_conveyor for more information.


Flags

  •  [1] : Sync Movement