env_shooter

Modified

12-Jul-2023

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

Keyvalues


OnDestroy Function ondestroyfn : Name of the function to use from already parsed .as script files when entity is destroyed (killed) in any way. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.

Name targetname : Set name of env_shooter so other entities can trigger it to start shooting sprites or models. Every trigger use-type works uniformly. Can't be triggered when model/sprite shooting is in progress. Can be kill-targeted but gibs stay.

Pitch Yaw Roll (X Y Z) angles : Where Z means Y and Y means Z, that is, when you're thinking Hammer-grid. (Hammer uses Z for height and Y for depth, while every other sane 3D-application does this the other way round; nonetheless this keyvalue description has the letters in the conventional order) This, technically, is a 3D-vector containing Euler-angles to describe either the entity's rotation or direction of effect. E.g. a func_door_rotating will use this as its initial rotation, while a trigger_push will keep its original alignment and use this for the direction of its push-effect instead. Euler-angles are a hierarchical system to determine an object's orientation in 3D-space. A yaw-value of 0 would mean the entity would face east. (right in top-down view) 90 would mean it would face north. (up in top-down-view) After yaw, pitch is applied. Think aiming up/down with your character in first person. At last, the roll-value is applied. Think your character falling over sideways in first person. Some entities, mostly point entities, do not use the angles keyvalue for any purpose.

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 m_flVelocity : 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.

Render FX renderfx : Set custom render FX effect. Only works when "Render Mode" is set to different than 'Normal'

  • 0 : Normal : Default rendering.
  • 1 : Slow Pulse : Transparency slow fading in and out in a loop.
  • 2 : Fast Pulse : Transparency fast fading in and out in a loop.
  • 3 : Slow Wide Pulse : Transparency slow fading in and out widely in a loop.
  • 4 : Fast Wide Pulse : Transparency fast fading in and out widely in a loop.
  • 9 : Slow Strobe : Regular slow appearing/dissapearing.
  • 10 : Fast Strobe : Regular fast appearing/dissapearing.
  • 11 : Faster Strobe : Regular very fast appearing/dissapearing.
  • 12 : Slow Flicker : Random slow appearing/dissapearing.
  • 13 : Fast Flicker : Random fast appearing/dissapearing.
  • 5 : Slow Fade Away : Not working. Fading out slowly until reaching invisibility. Works once when entity spawns or have changed it's "Render FX" at a runtime (e.g. through env_render). Requires high "FX Amount"
  • 6 : Fast Fade Away : Not working. Fading out quickly until reaching invisibility. Works once when entity spawns or have changed it's "Render FX" at a runtime (e.g. through env_render). Requires high "FX Amount"
  • 7 : Slow Become Solid : Not working. Fading in slowly from invisible to fully visible. Works once when entity spawns or have changed it's "Render FX" at a runtime (e.g. through env_render). Requires low or zero "FX Amount"
  • 8 : Fast Become Solid : Not working. Fading in quickly from invisible to fully visible. Works once when entity spawns or have changed it's "Render FX" at a runtime (e.g. through env_render). Requires low or zero "FX Amount"
  • 14 : Constant Glow : Sprites with 'Glow' render mode only. Disables sprite resizing.
  • 15 : Distort : Random distortion, looped.
  • 16 : Hologram (Distort + fade) : 'Random distortion' + 'Pulse' applied, looped.
  • 17 : Dead Player (DONT USE!)
  • 18 : Explode (Garg Like)
  • 19 : Glow Shell : Applies nice animated glowing shell on model. Color can be applied. "FX Amount" manipulates glow shell size.
  • 20 : ClampMinScale (Sprites)

Render Mode rendermode : Render mode determines how this entity is rendered.

  • 0 : Normal : Normal rendering. Entity will receive light, except if it is a sprite. "FX Amount" is obsolete when this is used.
  • 1 : Color : Brush entities only: Instead of rendering the texture, the whole entity will appear in one color, set by "FX Color". "FX Amount" sets the transparency. 0 means invisible. 255 means fully opaque.
  • 2 : Texture : Texture-only rendering. Entity will not receive light. Instead, only the texture will be rendered as is. "FX Amount" sets the transparency. 0 means invisible. 255 means fully opaque. This is used for transparent things such as windows. Tip: If you have a window separating a dark and a bright room using only one entity, you can apply a brighter glass texture to the side of the window seen from within the dark room than to the side seen from the bright room. That way, the window's brightness will look realistic from both sides, instead of from just one. Generally, darker rooms require the render amount to be lower, making the glass more transparent, or it would look illogically bright.
  • 3 : Glow : Sprites only. The sprite will appear in the same size regardless of your distance to it. In addition to that, the further away you are from it, the less visible it will be. (It's only barely visible at about 500 units far away) Good for light coronas. This renders the sprite in additive mode.
  • 4 : Solid : Brush entities only. All textures of the brush entity starting with '{' will have the last color of their palette (usually blue, black or purple) be rendered fully transparent. This is used for textures with see-through parts, such as grates and railings. Requires "FX Amount" to be set to a value greater than 0, commonly 255.
  • 5 : Additive : Works just as the "Render Mode" 'Texture', except that the entity's appearance will be added to the background instead of forming a mean. This means, black pixels of textures will be fully transparent, while full-bright pixels are added with a factor of "FX Amount" divided by 255. This is often used for sprites indicating a glowing light, as well as for overlay func_illusionaries to give a computer texture the appearance of having many small, glowing lights, screens and whatever other elements. Render-amount of 255 makes it bright. 0 makes it invisible.

FX Amount (1 - 255) renderamt : Render amount to use when other than "Render Mode" 'Normal' is used.

FX Color (R G B) rendercolor : Used with "Render Mode" 'Color' and 'Glow' to set color. Also sets color of 'Glow Shell' "Render Mode".

Model or Sprite name shootmodel : Set a model or sprite to shoot, preferably model. Path starts at modification's directory e.g. 'models/gib_skull.mdl' for models or 'sprites/glow03.spr' for sprites. Sprites path must be specified by hand or copied from elsewhere e.g. env_sprite.

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

  • -1 : None
  • 0 : Glass
  • 1 : Wood
  • 2 : Metal
  • 3 : Flesh
  • 4 : Concrete

Gib 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.

  • 2048 : Not in Deathmatch : Obsolete in Sven Co-op. Makes the entity don't appear in Multiplayer Games.

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.

When shooting sprites, they often appear at the origin of the world.

Animated sprites won't animate. Model animations don't play, either.