env_shooter

From Sven Co-op
Revision as of 23:29, 27 January 2019 by GeckonCZ (talk | contribs) (Import of converted entguide pages from Sven Manor.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
env_shooter
Type

point

Status

supported

 


The env_shooter entity allows to emit a model or sprite of your choice and shoot it into a certain direction, at a certain velocity. Sprites aren't specifically supported, though.

1 Keyvalues

Number of Gibs : m_iGibs

Set the amount of gibs to be shot when triggered.

Delay between shots : delay

Set a delay between the individual gibs to be fired, in seconds.

Gib velocity : delay

Firing-velocity of the gibs shot, in units per second.

Course variance : m_flVariance

This is multiplied with 3 random numbers from -1 to 1 to form a vector to be added to the normalized direction-vector of the gib-direction, per gib. A great value like 100 would make the gib-direction almost entirely random. You can think of this as a value between 0 and 1 resulting in a course-cone from 0 to 180 degrees size, though that's not exactly what it is, just an approximation.

Gib Life : m_flGibLife

Time, in seconds, the gib will be visible till fading out of world and getting removed. This is actually randomly altered for every individual by minus to plus 5 per-cent.

Model or Sprite name : shootmodel

Set a model or sprite to shoot; preferably model.

Material sound : shootsounds

Sound-set to be used for when gibs collide with stuff.

Gib Sprite Scale : scale

Scaling-factor for the models and sprites shot.

Gib Skin : skin

Model sub-skin to be used. Leave at 0 if there are none.

2 Flags

1 : Repeatable

If set, the env_shooter can be used more than once.

3 Notes

If your delay between shots is 0, the game will increase it notably; 0.01 works, though.The gibs also bounce off players.Gibs do not get stuck in each other.Render-modes and -amount can be used to be applied to the gibs.

4 Issues

When shooting sprites, they often appear at the origin of the world.Animated sprites won't animate. Model animations don't play, either.