Env_shooter

Env_shooter

Table of contents
1 Entity Description
2 Keyvalues
3 Flags
4 Inputs
5 Outputs
6 See Also

Entity Description

An entity that shoots gibs out of its origin. These gibs can be either models or sprites.

Availability

This point-based entity is available in: all Source games

In code it is represented by class CEnvShooter, defined in effects.cpp.


Keyvalues

<target_source> The name that other entities refer to this entity by.
<integer readonly> This id is used for debugging purposes in Hammer.
<target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
<angles> Gib Direction (Pitch Yaw Roll) - The direction the gibs will fly.
<integer> Number of Gibs - Total number of gibs to shoot each time it's activated.
<float> Delay between shots - Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once.
<angles> Gib Angles (Pitch Yaw Roll) - The orientation of the spawned gibs.
<float> Gib Velocity - Speed of the fired gibs.
<float> Course Variance - How much variance in the direction gibs are fired.
<float> Gib Life - Time in seconds for gibs to live +/- 5%.
<target_destination> Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.
<choices>
Literal 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)
17 Scale up
22 Spotlight FX
23 Cull By Distance (TEST)
24 Fade Wider Pulse
<choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
Literal Value Render Mode Description (Click for more info.)
0 Normal Default rendering.
1 Color Obsolete.
2 Texture Plain opacity.
3 Glow No Z buffer checks. Fixed size on screen.
4 Solid / Alphatest Obsolete. (Use alphatest capabilities in materials instead.)
5 Additive Obsolete. Add this entity's color to what's behind it.
7 Additive Fractional Frame Obsolete? Blend between animation frames.
8 Alpha Add (Not in FGD.) Add alpha.
9 World Space Glow No Z buffer checks. Fixed size in world (as opposed to on screen).
10 Dont Render / None Don't render.
<integer> FX Amount (0 - 255) - How opaque the entity will be rendered. (0 is fully transparent, while 255 is fully opaque). Will not work if the rendermode keyvalue is set to Normal or Dont Render.
<color255> FX Color - What color the entity will be rendered in (to the degree of the opacity set with renderamt).
<boolean> Disable Receiving Shadows
<studio> Model - Thing to shoot out. Can be a .mdl (model) or a .vmt (material/sprite).
<choices> Material Sound
Literal value Description
-1 None
0 Glass
1 Wood
2 Metal
3 Flesh
4 Concrete
<choices> Simulate
Literal value Description
0 Point
1 Physics
2 Ragdoll
<integer> Gib Skin - Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter.
<angle> Max angular velocity
How fast (degrees/sec) the gib pieces should spin. They will spin on x and y axis at between 10% and 100% of this speed.
<target_destination> Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.
<boolean> If set, shadows from gibs are disabled
<float> Gib gravity scale. This field allows you to scale gravity so that gibs fall faster, slower, or not at all.
 Note: This functionality only works for point-based gibs.

Flags


Inputs

Removes this entity from the world.
Removes this entity and all its children from the world.
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Changes the entity's parent in the movement hierarchy.
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
Removes this entity from the the movement hierarchy, leaving it free to move independently.
Force the gibshooter to create and shoot a gib.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. !activator = activator

See Also

An entity that shoots gibs out of its origin
К оглавлению справочника

© Valve Developer Community
CMT (CS Mapping Tutorials) - © 2006-2011+. Created by VM
[ Script Execution time: 0.0063 ]