Difference between revisions of "Env xenmaker"

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(Corrected conversion issues. Formatting, typos, links etc.)
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: 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.
 
: 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.
 
* 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.
 
+
* 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.
 
{{entity_title}}
 
{{entity_title}}
  
 
[[Category:Entities]]
 
[[Category:Entities]]
 
[[Category:Point entities]]
 
[[Category:Point entities]]

Revision as of 21:00, 13 March 2023

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

  • 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.
  • 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.