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Env rotorshooter
From HalfLife 2 Knowledge Base
Contents |
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env_rotorshooter
Source(core) Point Entity
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description
An entity that creates gibs when it's within the influence of a helicopter's rotor wash.
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properties
- Gib Direction (Pitch Yaw Roll) angles(string) - default: 0 0 0
The direction the gibs will fly. - Number of Gibs m_iGibs(integer) - default: 3
Total number of gibs to shoot each time I'm activated. - Delay between shots delay(string) - default: 0
Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once. - Gib Angles (Pitch Yaw Roll) gibangles(string) - default: 0 0 0
The orientation of the spawned gibs. - Gib Velocity m_flVelocity(integer) - default: 200
Speed of the fired gibs - Course Variance m_flVariance(string) - default: 0.15
How much variance in the direction gibs are fired. - Gib Life m_flGibLife(string) - default: 4
Time in seconds for gibs to live +/- 5% - Render Mode rendermode(choices) - default: Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
- 0 - Normal
- 1 - Color
- 2 - Texture
- 3 - Glow
- 4 - Solid
- 5 - Additive
- 7 - Additive Fractional Frame
- 9 - World Space Glow
- 10 - Dont Render
- FX Amount (0 - 255) renderamt(integer) - default: 255
The FX amount is used by the selected Render Mode. - FX Color (R G B) rendercolor(color255) - default: 255 255 255
The FX color is used by the selected Render Mode. - Disable Receiving Shadows disablereceiveshadows(choices)
- 0 - No
- 1 - Yes
- Model shootmodel(studio)
Thing to shoot out. Can be a .mdl or a .vmt. - Material Sound shootsounds(choices)
-1- -1 - None
- 0 - Glass
- 1 - Wood
- 2 - Metal
- 3 - Flesh
- 4 - Concrete
- Simulate simulation(choices)
- 0 - Point
- 1 - Physics
- 2 - Ragdoll
- Gib Skin skin(integer) - default: 0
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. - Time Under Rotor rotortime(float) - default: 1
The average time it has to be under the rotor before it shoots a gib. - Time variance rotortimevariance(float) - default: 0.3
The random amount to vary the time it has to be under the rotor before it shoots a gib.
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spawn flags
- 1: Repeatable - default: OFF
- 2: On fire - default: OFF
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inputs
- Kill(void)
Removes this entity from the world. - KillHierarchy(void)
Removes this entity and all its children from the world. - AddOutput(string)
Adds an entity I/O connection to this entity. Format - FireUser1(void)
Causes this entity's OnUser1 output to be fired. - FireUser2(void)
Causes this entity's OnUser2 output to be fired. - FireUser3(void)
Causes this entity's OnUser3 output to be fired. - FireUser4(void)
Causes this entity's OnUser4 output to be fired. - SetParent(string)
Changes the entity's parent in the movement hierarchy. - SetParentAttachment(string)
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. - ClearParent(void)
Removes this entity from the the movement hierarchy, leaving it free to move independently. - Shoot(void)
Force the gibshooter to create and shoot a gib.
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outputs
- OnUser1(void)
Fired in response to FireUser1 input. - OnUser2(void)
Fired in response to FireUser2 input. - OnUser3(void)
Fired in response to FireUser3 input. - OnUser4(void)
Fired in response to FireUser4 input.
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related tutorials
Submit your tutorial for env_rotorshooter

