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weapon_custom_user_effect
Drake edited this page May 28, 2016
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User effects do something to the player that triggered it. It can be used to simulate status effects (e.g. poison), alter weapon appearance, push players around, and more. By using the Trigger Target keyvalue, you can create your own user effects with the standard entities (like trigger_changevalue).
Keyvalue Value Type |
Description |
---|---|
_____________________________ | |
Name string |
Name of the entity. Use this for keyvalues of type weapon_custom_user_effect. |
Delay float |
Delay before activating the effect. |
Next Effect float |
Effect to trigger after the Delay of this effect. |
Sounds List of weapon_custom_sounds |
Sounds to play when activating the effect. Chosen randomly. |
Damage float |
Damage to apply to the player. |
Damage Type integer |
Type of damage to apply. |
Damage Type 2 integer |
Additional damage type. Combines with the first damage type. |
Damage Gib Mode integer |
Choose how damage should gib the player. |
Primary Fire Mode integer |
Change the primary fire mode of the player's deployed weapon. |
Add Angles Vector |
Rotates the player's view (degrees). |
Add Angle Time float |
Time to animate the rotation of the player's view. Set to 0 for instant rotation. |
Punch Angle Vector |
Rotates the player's screen, but doesn't change where the player is looking. This is what happens when an alien grunt punches you in the face, or when your weapon recoils. |
Push Velocity Vector |
Adds velocity to the player. Coordinates are given as Right, Up, and Forward units, relative to where the player is aiming. The Up axis always points directly above the player. |
Overhead Sprite string |
Sprite to display above the player's head (e.g. "Take Cover!"). |
Overhead Sprite Height float |
Height to display the overhead sprite. 0 = player origin. |
Overhead Sprite Time float |
Time to display the overhead sprite. |
Player Animation integer |
Third-person player animation to play. |
Player Animation Speed float |
Frame rate of the player animation. |
Player Animation Start Frame float |
Starting frame for the player animation. |
HUD Text string |
Text to display on the player's HUD. This is not like game_text. It's in the same style as the "Respawing in 3 seconds..." text. |
Fade Mode integer |
Choose a method to fade the player's screen. This works the same as env_fade. |
Fade Color Color |
Color and opacity of the screen fade. |
Fade Hold Time float |
Screen fade hold time. |
Fade Duration float |
Screen fade time. |
Player Sprites Count integer |
Number of sprites to spawn inside the player's collision box. See TE_PLAYERSPRITES for an example. |
Player Sprites Sprite integer |
Sprite to display for the player sprites effect. |
Player Sprites Frequency float |
Repeat delay for the player sprites effect. |
Player Sprites Duration float |
Time before stopping the player sprites effect. |
Glow Duration float |
Time to apply a glow shell effect on the player. If the player is already glowing, the original glow will be restored after this time. |
Glow Thickness integer |
Thickness of the glow effect. |
Glow Color Color |
Color of the glow effect. |
Beam Mode integer |
Creates a beam between attachments on the player's weapon model. |
Beam Type integer |
Style of beam to display. |
Beam Start integer |
Starting bone attachment on the player's weapon model. |
Beam End integer |
Ending bone attachment on the player's weapon model. |
Beam Duration float |
Time to display the beam. If set to 0, the beam will display until the weapon is dropped or holstered. |
Beam Sprite float |
Sprite used to texture the beam. |
Beam Color Color |
Color and opacity of the beam. |
Beam Width integer |
Size of the beam. |
Beam Noise integer |
Distortion of the beam. |
Beam Scroll Rate integer |
Texture scroll speed of the beam. |
Weapon Animation integer |
First-person weapon animation to play. |
Swap Weapon V_Model string |
Replace first-person weapon model with this. |
Swap Weapon P_Model string |
Replace third-person weapon model with this. |
Swap Weapon W_Model string |
Replace weapon item model with this. |
Swap Weapon V_Model Body integer |
Change the body (sub-model) of the first-person weapon model. |
Trigger Target string |
Entity to trigger when this effect is activated. The player is passed as the !activator. |
Trigger State integer |
Trigger mode for the Trigger Target. |
# | Name | Description |
---|---|---|
___________________ | ||
1 | User Only Sounds | Only the targeted player can hear the sounds played by this entity. |