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weapon_custom_beam
Drake edited this page May 28, 2016
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1 revision
Beams are similar to bullets, except that they can bounce off walls and have advanced visual effects.
It might look like this entity has a lot of keyvalues, but many of them are similar or duplicates (since there are 2 beams with 2 alternates that you can customize).
Keyvalue Value Type |
Description |
---|---|
________________________________ | |
Beam Impact Frequency string |
Delay between impacts when the beam is constant. |
Beam Impact Sprite string |
Sprite to display when the beam hits something that takes damage (monster or breakable entity). |
Beam Impact Sprite Scale float |
Size of the impact sprite. |
Beam Impact Sprite FPS float |
Frame rate of the impact sprite. |
Beam Impact Sprite Color Color |
Color and opacity of the impact sprite. |
Beam Ricochet Limit integer |
Maximum number of ricochets allowed for the beam. |
Beam 1 Type integer |
Visual style of the primary beam. |
Beam 1 Duration float |
Time to display the beam after shooting. If set the 0, the beam is made constant and will stop only after the shoot button is released (or if out of ammo or under water). |
Beam 1 Sprite string |
Sprite used as a texture for the primary beam. |
Beam 1 Color Color |
Color and opacity of the primary beam. |
Beam 1 Width integer |
Size of the primary beam. |
Beam 1 Noise integer |
Distortion of the primary beam. |
Beam 1 Scroll Rate integer |
Texture scroll speed of the primary beam. |
Beam 1 Alt Color Color |
Alternate color for the primary beam. |
Beam 1 Alt Width integer |
Alternate size for the primary beam. |
Beam 1 Alt Noise integer |
Alternate distortion for the primary beam. |
Beam 1 Alt Scroll Rate integer |
Alternate texture scroll speed for the primary beam. |
Beam 1 Alt Interpolation integer |
Choose how to animate the primary beam to and from its alternate settings. |
Beam 1 Alt Interpolation Time float |
The length of the primary beam animation. |
Beam 2 Type integer |
Visual style of the secondary beam. |
Beam 2 Duration float |
Time to display the beam after shooting. If set the 0, the beam is made constant, but only if the primary beam is also constant. |
Beam 2 Sprite string |
Sprite used as a texture for the secondary beam. |
Beam 2 Color Color |
Color and opacity of the secondary beam. |
Beam 2 Width integer |
Size of the secondary beam. |
Beam 2 Noise integer |
Distortion of the secondary beam. |
Beam 2 Scroll Rate integer |
Texture scroll speed of the secondary beam. |
Beam 2 Alt Color Color |
Alternate color for the secondary beam. |
Beam 2 Alt Width integer |
Alternate size for the secondary beam. |
Beam 2 Alt Noise integer |
Alternate distortion for the secondary beam. |
Beam 2 Alt Scroll Rate integer |
Alternate texture scroll speed for the secondary beam. |
Beam 2 Alt Interpolation integer |
Choose how to animate the secondary beam to and from its alternate settings. |
Beam 2 Alt Interpolation Time float |
The length of the secondary beam animation. |
Constant Beam Ammo Cooldown float |
Delay between ammo uses when the beam is constant. |
Constant Beam Sound weapon_custom_sound |
Sound to play (looped) when the beam is constant. |
Constant Beam Sound Delay float |
Delay before playing the constant beam sound. |
Constant Beam End Sound float |
Sound to play when the constant beam has stopped. |
See the Shoot Entities page for the common keyvalues and flags that this entity uses.