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weapon_custom_user_effect

Drake edited this page May 28, 2016 · 2 revisions

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).

Keyvalues:

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.

Flags:

# Name Description
___________________
1 User Only Sounds Only the targeted player can hear the sounds played by this entity.
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