Difference between revisions of "Env xenmaker"

From Sven Co-op
Jump to navigation Jump to search
(Import of converted entguide pages from Sven Manor.)
 
m (Sprites don't draw)
 
(2 intermediate revisions by 2 users not shown)
Line 3: Line 3:
 
}}
 
}}
  
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.
+
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 [[squadmaker|squadmakers]], in case you want to pair this spawn-effect with the customizability-features of the squadmaker entity.
  
 
== Keyvalues ==
 
== Keyvalues ==
Line 14: Line 14:
 
{{Entity_keyvalue|Light Radius|m_flLightRadius|Radius of the light that appears while spawning monster.}}
 
{{Entity_keyvalue|Light Radius|m_flLightRadius|Radius of the light that appears while spawning monster.}}
 
{{Entity_keyvalue|Light Color|m_vLightColor|Color of the light that appears while spawning monster.}}
 
{{Entity_keyvalue|Light Color|m_vLightColor|Color of the light that appears while spawning monster.}}
"Sprite # Framerate", m_flStartpriteFramerate (1)/m_flEndSpriteFramerate (2):Frame display rate of the animated sprite.
+
{{Entity_keyvalue|Sprite1 Framerate|m_flStartpriteFramerate|Frame display rate of the start sprite.}}
 
+
{{Entity_keyvalue|Sprite1 Scale|m_flStartpriteScale|Scale of the start sprite.}}
"Sprite # Scale", m_flStartpriteScale (1)/m_flEndSpriteScale (2):Scale of the sprite.
+
{{Entity_keyvalue|Sprite1 Alpha|m_iStartpriteAlpha|Alpha of the start sprite, 255 for full opaque sprite.}}
 
+
{{Entity_keyvalue|Sprite1 Color|m_vStartpriteColor|Start sprite Color override.}}
"Sprite # Alpha", m_iStartpriteAlpha (1)/m_iEndSpriteAlpha (2):Alpha of the sprite, 255 for full opaque sprite.
+
{{Entity_keyvalue|Sprite2 Framerate|m_flEndSpriteFramerate|Frame display rate of the end sprite.}}
 
+
{{Entity_keyvalue|Sprite2 Scale|m_flEndSpriteScale|Scale of the end sprite.}}
"Sprite # Color", m_vStartpriteColor (1)/m_vEndSpriteColor (2):Sprite Color override.
+
{{Entity_keyvalue|Sprite2 Alpha|m_iEndSpriteAlpha|Alpha of the end sprite, 255 for full opaque sprite.}}
 
+
{{Entity_keyvalue|Sprite2 Color|m_vEndSpriteColor|End sprite Color override.}}
 
== Flags ==
 
== Flags ==
  
Line 29: Line 29:
  
 
== Issues ==
 
== Issues ==
 
+
* Sprites will not draw due to a bug in the programming.
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
+
* 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.
unpleasant effect.
+
* 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.
 
{{entity_title}}
 
{{entity_title}}
  
 
[[Category:Entities]]
 
[[Category:Entities]]
 
[[Category:Point entities]]
 
[[Category:Point entities]]

Latest revision as of 13:43, 14 May 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

  • 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.