env_xenmaker
env_xenmaker | |
---|---|
Type |
point |
Status |
supported |
The env_xenmaker allows to spawn monsters with teleportation and beam effects. It can be set to act as a spawn-effect-data-template for squadmakers, in case you want to pair this spawn-effect with the customizability-features of the squadmaker entity.
1 Keyvalues
Monster Type : monstertype
Entity classname of the monster type to spawn here.
Beam Radius (max) : m_flBeamRadius
Maximum beam strike radius.
Beam Alpha : m_iBeamAlpha
Alpha of the beam. 255 for full opaque beam.
Beam Count : m_iBeamCount
Number of single beam instances.
Beam Color : m_vBeamColor
Set the beam's color. Note that, because of bolts being rendered additively, darker colors mean greater transparency.
Light Radius : m_flLightRadius
Radius of the light that appears while spawning monster.
Light Color : m_vLightColor
Color of the light that appears while spawning monster.
Sprite1 Framerate : m_flStartpriteFramerate
Frame display rate of the start sprite.
Sprite1 Scale : m_flStartpriteScale
Scale of the start sprite.
Sprite1 Alpha : m_iStartpriteAlpha
Alpha of the start sprite, 255 for full opaque sprite.
Sprite1 Color : m_vStartpriteColor
Start sprite Color override.
Sprite2 Framerate : m_flEndSpriteFramerate
Frame display rate of the end sprite.
Sprite2 Scale : m_flEndSpriteScale
Scale of the end sprite.
Sprite2 Alpha : m_iEndSpriteAlpha
Alpha of the end sprite, 255 for full opaque sprite.
Sprite2 Color : m_vEndSpriteColor
End sprite Color override.
2 Flags
1 : Try Once
If set, the env_xenmaker will attempt to spawn only once when triggered, instead of waiting till the spawn-zone is unobscured.
2 : No Spawn
If set, nothing will spawn at this env_xenmaker. Use this when you only want the visual and audible effect.
3 Issues
- Sprites will not draw due to a bug in the programming.
- If no monstertype type is set, the game will crash with a "Spawned a NULL entity!" error, even if the "No Spawn" flag was set.
- When using an env_xenmaker as an effect-template for squadmakers, you may have to ensure its position in the entity list to be after its according squadmaker(s) in order to avoid a crash on map-load. To achieve that, follow these steps:
- Select all env_xenmakers in your map and group them.
- Perform a copy-paste-special or clone-drag (hold shift), leaving the copy in the exact same position as its original.
- Hide the copy.
- Delete the original group.
- Unhide the copy and ungroup it.
- Save your map.
- As for why this crash may happen, don't ask me. It was by sheer luck and coincidence I even managed to figure out this fix.
- Using multiple env_xenmaker at one time sums up emitted sounds, what makes them very loud. It's not really a bug but it's very unpleasant effect.