env_shooter
| 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.
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.
Flags
1 : Repeatable
If set, the env_shooter can be used more than once.
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.
Issues
When shooting sprites, they often appear at the origin of the world.Animated sprites won't animate. Model animations don't play, either.