env_shooter #
env_shooter is capable of shooting two types of objects - gibs and shots. The latter is an addition from Spirit of Half-Life and usually is used with sprites (although not necessary), while the former is designed to work with models.
Set the
Delay between shotsto negative value to makeenv_shooterproduce the specified number of projectiles on the same frame.
To set a sprite you may need to specify the path manually instead of relying on the open file dialog in the level editor.
With right parameters this entity can replicate the gibshooter behavior:
- Set the model name to models/hgibs.mdl
- Set the
Gib Blood Colorto Red to allow blood decals and meat scent.- Set
Start gib bodyto 1 (to skip the skull submodel like thegibshooterdoes).
New parameters #
- Shares new parameters with gibshooter.
Gib Blood Color- blood color to leave blood decals when gib is touching something. Bloody gibs also produce the meat scent that some monsters can sense.Start gib body- randomize gib’s body starting with this submodel (i.e. skip the first n submodels).
Gib/Shot physics- define the physics of the projectile. Also this determines whetherenv_shootershots gibs or shots.
Start frame (shot)- start sprite frame. Only for shots.
Framerate (shot)- sprite framerate. Only for shots. Set to 10 or other value for animated sprites.
Bounce friction (shot)- friction when the projectile touches the ground. Only for shots.
Fire on collision (shot) (locus = shot)- a target to fire on collision, with shot acting as an activator.
Fire on collision (shot) (locus = wall)- a targer to fire on collision, with the collided entity acting as an activator.
Shot size (X Y Z)- the shot size. Must be 3 positive numbers.
New spawnflags #
- Shares new spawnflags with gibshooter.
Scale models- whether scaling is applied to the models. The reason why this behavior is not enabled by default is that some env_shooters in Half-Life set big scales, but model scaling is not implemented in Half-Life.Don't wait till land. By default gibs won’t start their lifetime countdown until they land on the ground. Tick this flag to start countdown right away, without waiting for landing.
Soundscripts #
When the spawned gib touches something (depending on the material):
- Gib.Concrete - concrete. Derived from Breakable.Concrete
- Gib.Flesh - flesh. Derived from Breakable.Flesh
- Gib.Glass - glass. Derived from Breakable.Glass
- Gib.Metal - metal. Unlike others this is not derived from the Breakable soundscript because in Half-Life gibs and breakables use slightly different sets of sounds for the metal material.
- Gib.Wood - wood. Derived from Breakable.Wood
Breakable soundscripts are described on func_breakable.