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weapon_custom_effect
wootguy edited this page Jan 12, 2018
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3 revisions
This entity can create a wide variety of explosions and impact effects. All effects are implemented as unreliable temporary entities, so there's no risk of going overboard and crashing the server. Effects can be chained together to create more satisfying blasts.
Keyvalue Value Type |
Description |
---|---|
_____________________________ | |
Name string |
Name of the entity. Use this for keyvalues of type weapon_custom_effect. |
Delay float |
Time before detonation and triggering of the next effect (if one is set). |
Next Effect weapon_custom_effect |
Effect to trigger after the Delay of this effect. |
Decal integer |
Decal to apply to the nearest surface. If there are no surfaces within 32 units of the effect, then no decal is applied. |
Sounds List of weapon_custom_sounds |
Sounds to play when this effect is activated. Chosen randomly. |
Blood Stream Power integer |
Speed of the bloodstream. 0 disables the effect. See TE_BLOODSTREAM for a demonstration. |
Explosion Style integer |
Style of the sprite-based explosion. Demonstrations: * Sprite (+ Particles) = TE_EXPLOSION * Disk = TE_BEAMDISK * Cylinder = TE_BEAMCYLINDER * Torus = TE_BEAMTORUS |
Explosion Damage Radius float |
Radius in units of the damage sphere. Damage is scaled based on how far away you are from the center of the explosion. |
Explosion Damage float |
Damage inflicted at the center of the explosion sphere. |
Explosion Damage Type integer |
Damage type of the explosion. |
Explosion Damage Type 2 integer |
Additional damage type of the explosion. Combines with the first damage type. |
Explosion Damage Gib Mode integer |
Choose how explosions should gib monsters. |
Explosion Offset float |
Offsets the explosion away from the impact surface. This will adjust the sprite so that it doesn't appear to be stuck inside walls and floors. Usually you set this to half the height or width of the sprite. |
Explosion Sprite string |
Sprite used to texture the explosion. |
Explosion Sprite Scale float |
Size of the explosion sprite. Has no effect if Explosion Style is not set to Sprite (+ particles) |
Explosion Sprite FPS float |
Frame rate of the explosion sprite. Has no effect if Explosion Style is not set to Sprite (+ particles) |
Explosion Water Sprite string |
Sprite to display when the effect spawns in water (optional). |
Explosion Smoke Sprite string |
Sprite to display using the TE_SMOKE effect. Plays in addition to the primary explosion sprite. |
Explosion Smoke Scale float |
Size of the explosion smoke sprite. |
Explosion Smoke FPS float |
Frame rate of the explosion smoke sprite. |
Explosion Smoke Delay float |
Time to wait before spawning the smoke effect, after the explosion has started. |
Explosion Beam Radius float |
Radius of the beam for beam-type explosions. |
Explosion Beam Width integer |
Width of the beam for beam-type explosions. |
Explosion Beam Life integer |
Life time of the beam for beam-type explosions. |
Explosion Beam Noise integer |
Distortion of the beam for beam-type explosions. |
Explosion Beam Color integer |
Color and opacity of the beam for beam-type explosions. |
Explosion Beam Sprite Frame integer |
Sprite frame to display as the texture of the beam for beam-type explosions. |
Bubble Count integer |
Amount of bubbles to spawn when under water. |
Bubble Mins Vector |
Minimum coordinates for the box that bubbles spawn from. |
Bubble Maxs Vector |
Maximum coordinates for the box that bubbles spawn from. |
Bubble Delay float |
Time to wait before spawning bubbles, after the explosion has started. |
Bubble Speed float |
Movement speed of the bubbles. |
Bubble Custom Sprite string |
Sprite to display for bubbles (optional). |
Dynamic Light 1 Color Color |
Color of the first dynamic light. |
Dynamic Light 1 Adv. 3 floats |
Radius, Life time (seconds*0.1), and rate of decay of the first dynamic light. |
Dynamic Light 2 Color Color |
Color of the second dynamic light. |
Dynamic Light 2 Adv. 3 floats |
Radius, Life time (seconds*0.1), and rate of decay of the second dynamic light. |
Gibs integer |
Number of gibs to spawn. Gibs are shot out in the opposite direction of the impact surface. |
Gib Speed integer |
Initial speed of each gib. |
Gib Randomness integer |
Amount to randomize the speed and direction of each gib. |
Gib Model/Sprite string |
Model or sprite to use for gibs. When using a model, a random body is selected for each gib. |
Gib Material integer |
Bounce sounds for the gibs. This works the same as with func_breakable. Choosing Glass will cause the models to render at 50% opacity. |
Gib Effects integer |
Adds smoke trails or transparency to gibs. |
Particle Count integer |
Number of sprite-based particles to spawn. Particles are shot out in the opposite direction of the impact surface. |
Particle Sprite string |
Sprite used to display particles. |
Particle Scale integer |
Size of the particles. |
Particle Speed integer |
Initial speed of the particles. |
Tracers integer |
Number of tracers to spawn. Tracers are shot out in the opposite direction of the impact surface. See TE_STREAK_SPLASH for an example. |
Tracer Color integer |
Color of the tracers. This is an index into an Engine-defined palette. |
Tracer Speed integer |
Initial speed of the tracers. |
Tracer Randomness float |
Amount to randomize the speed and direction of each tracer. |
Glow Sprite string |
Sprite to spawn using the TE_GLOWSPRITE effect. |
Glow Sprite Scale integer |
Size of the glow sprite (scale = value*0.1). |
Glow Sprite Life string |
Time to wait before the glow sprite fades out (seconds*0.1). |
Glow Sprite Opacity integer |
Initial opacity of the glow sprite. |
Spray Count integer |
Number of spray sprites to spawn. These sprites are shot out in the opposite direction of the impact surface. See TE_SPRITE_SPRAY for an example. |
Spray Sprite string |
Sprite to display for the spray effect. |
Spray Speed integer |
Initial speed of the sprayed sprites. |
Spray Randomness integer |
Amount to randomize speed and direction of each sprayed sprite. |
Particle Burst Duration integer |
Speed and life time of the particle burst effect (Quake Particle Burst). |
Particle Burst Radius integer |
Size of the particle burst effect. |
Particle Burst Color Index integer |
Color of the particle burst effect. This is an index into an Engine-defined palette. |
Implosion Tracer Count integer |
Number of tracers to spawn for the TE_IMPOSION effect. |
Implosion Radius integer |
Size of the implosion effect. |
Implosion Duration integer |
Speed of the implosion effect. This also affects the length of each tracer. |
Shake Radius float |
Players within this distance will have their screens shaked. 0 disables the effect. |
Shake Amplitude float |
Power of the screen shake effect. |
Shake Frequency float |
Speed of the screen shake effect. |
Shake Duration float |
Duration of the screen shake effect. |
Armor Ricochet Scale float |
Size of the armor ricochet effect. |
# | Name | Description |
---|---|---|
___________________ | ||
1 | Explosion | Enables the explosion effect. |
2 | Armor Ricochet | Spawns a TE_ARMOR_RICOCHET. |
4 | Sparks | Spawns TE_SPARKS. |
8 | Dynamic Lights | Enables dynamic lights. |
16 | Bubbles Outside Water | Will spawn bubbles even if the effect is not in water. |
32 | Gunshot Ricochet | Applies decals with TE_GUNSHOTDECAL. Note that this effect will not occur if there are no surfaces in range (32 units). |
64 | Quake Explosion | Spawns a TE_TAREXPLOSION. |
128 | Quake Explosion 2 | Spawns a TE_EXPLOSION2. |
256 | Quake Particle Burst | Spawns a TE_PARTICLEBURST. |
512 | Quake Lava Splash | Spawns a TE_LAVASPLASH. |
1024 | Quake Teleport | Spawns a TE_TELEPORT. |