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klaudyu
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Joined: 29 Aug 2009
Posts: 57

PostPosted: 29/08/2009 14:24 Reply with quote Back to top

Counter-Strike Entintity Guide

In this tutorial I will try to explain what each entity for. Counter-Strike and what are all its options.


Entities ENV:

env_beam
Create a laser beam between 2 points

Attributes:

* Name (targetname) - Name tinteti
* Home Entity (LightningStart) - Name of entity from which the radius goes
* Ending Entity (LightningEnd) - Name of entity to which the beam ends
* Render FX (renderfx) - Provides an object or entity entity Render Special
* Brightness (renderamt) - Brightness
* Beam Color (rendercolor) - Color Ray
* Radius (Radius) - Range Sound
* Life (life) - Pt. how long to stay range activa.0 = Infinity
* Width of beam (BoltWidth) - Width range (pixels * 0.1). Width can be between: 0-255.
* Amount of noise (NoiseAmplitude) - Cantitea sound can be between: 0-255.
* Sprite Name (texture) - name your sprite to be used as texture for. Radius
* Texture Scroll Rate (TextureScroll) - How fast texture to run around the radius. Range 0-100.
* Frames per 10 seconds (framerate) - Frame rate's for. animation range (0 = Frame Rate)
* Starting Frame (framestart) - Sprite animation site from which to start
* Strike again time (StrikeTime) - What was expected to reach stop and start again within 10 secunde.Valoarea must be between 0 and 255
* Damage / second (damage) - Damage that is done your monster / player you pass through the beam

Flags:

* Go On (1)
* Toggle (2)
* Random Strike (4)
* Ring (8) - ring between the 2 targets
* StartSparks (16)
* EndSparks (32)
* Decal End (64) - Decals (bullet holes from) occur when a ray hits the object
* Shade Home (128) - Beginning radius disappears
* Shade End (256) - End of reserve disappears.

Notes:

* Entity Info_target can be used as a starting point or end for. radius
* You can făurite as func_trains rays moving targets using a brush but be home for that. the range to target in origine


env_beverage
Put in place a box of juice you want give life 1 player

Attributes:

* Name (targetname) - which operates Target
* Pitch Yaw Roll (angles)
* Capacity (health) - Every time the entity can be accessed. After entitatatea has been viewed can be accessed only once
* Beverage Type (skin) - texture packs of juice
Values:
0 = Coca-Cola
1 = Sprite
2 = Diet Coke
3 = Orange
4 = Surge
5 = Moxie
6 = random

Flags:

N / A

Notes:

* Each box gives the player 1 point in life.


env_blood
Take blood at the desired location, simulating damage

Attributes:

* Name (targetname) - The entity to be started for. activate blood
* Pitch Yaw Roll (angles) - Direction
* Blood color (color) - color of blood red 0 = 1 = galber
* Amount of blood (amount) - the amount of blood, the larger the value the more blood

Flags:

* Random Direction (1) - The blood is spread throughout ignoring Direction
* Blood Stream (2) - Draw a radius instead of a blood stain
* On Player (4) - Blood streaming from the player who activated
* Atomizator decals (8) - Create Decals blood on sites or on any object in its path


env_bubbles
Creates tiny bubbles that rise

Attributes:

* Name (targetname) - can turn on or off
* Bubble density (density) - The number of bubbles to be produced
* Bubble frequency (frequency) - The higher value is set higher so the delay between sets of bubbles is less.
* Speed of Current (current) - Number of balloon that stand out in that Directive

Flags:

* Start Off (1)

Notes:

* This is an entity based on a Brush
* Horizontal balls can be produced with these entitate.Folositi an entity cyler instead, the model 'pipe_bubbles.mdl'


env_explosion
This entity creates a combination of smoke, fire, sparkles, decals sites and sounds of explosion known



Attributes:

* Name (targetname) - Car operates explosion
* Magnitude (iMagnitude) - exploziei.100 size is most appropriate

Flags:

* No Damage (1) - The explosion did not cause Damage
* Repeatabi (2) - The entity may be used more.
* No Fireball (4) - No orange ball of fire (a very bad look)
* No Smoke (8) - Lucrate an explosion that does not pollute
* No Decals (16) - Not leaving a trace
* No Sparks (32) - No sparks fly

Notes:

* It is possible to realizate a similar effect with other entities but it is the most easily



env_funnel
Produces a funnel of little sprites, as seen in the Half-Life disaster sequence.



Attributes:

* Name (targetname) - Trigger to activate.

Flags:

* Reverse - Use this to reverse the effect.

Notes:

None


env_global
This entity set a variable on all Levels, such a level is a specific status and the status can be copied by other Levels


Attributes:

* Name (targetname) - Target entity which operates in active mode flag initial.Puteti the "Set Initial State" and this action will load automatically when the
* Global State to set (globalstate) - the variable name you want to set as global. As you can read this varibila entity must be an entity in the genus multisource
* Trigger Mode (triggermode) - Values: 0 = off, 1 = On, 2 = Dead, 3 = Toggle. This state is set when you activat.Daca Toggle env_global is activated will automatically switch between On and Off state from initial state (initial state)
* Initial State (initialstate) - This is the global state when load level, or "Set Initial State" is activat.Aceasta state is active when Trigger Mode is enabled. Values: 0 = off, 1 = On, 2 = Dead.

Flags:

* Set Initial State - If you do this global variable is to its original state when the load without the need to be activated.

Notes:

None


env_glow
Based env_sprite, this entity was created for. do light effects

Attributes:

* Name (targetname) - This entity may be started or stopped, it can do and env_spirte
* Render FX (renderfx)
* Render Mode (rendermode) - should always be set to Glow (3).
* FX Amount (renderamt)
* FX Color (rendercolor)
* Path / filename.spr of sprite (model) - Sprite's used as an entity. Default is 'sprites/flare1.spr', you can see all the sites for sprites. this entity in the folder "sprites" in the file "pak0.pak"
* Scale (scale) - scale on which entity should be drawn

Flags:

None

Notes:

None


env_laser
Create a range that do damage based on env_beam entity, everything can be done with entity env_beam

Attributes:

* Name (targetname) - name, range starts when flag is on your Start On
* Render FX (renderfx)
* Pitch Yaw Roll (angles)
* Target of Laser (LaserTarget) - Target range where it will stop
* Brightness (renderamt) - How to put a larger number so the radius will be less transparent
* Beam Color (rendercolor)
* Width of beam (width) - width range. Value: 0-255.
* Amount of noise (NoiseAmplitude) - How to put a higher value will jump so many sparks. 0 no sparks. Value: 0-255.
* Sprite name (texture) - sprite name you use as texture. Default is 'sprites / laserbeam.spr'.
* End Sprite (EndSprite) - Sprite's where it will end radius
* Texture Scroll Rate (TextureScroll) - Speed range of texture appearance. Value: 0-100.
* Starting Frame (framestart) - Sets the frame from which to start animation. Allows you a range of different colors.
* Damage / second (damage) - Damage done by your rays per second

Flags:

* Go On (1)
* Start Sparks (16) - More sparks jumping from beam
* End Sparks (32) - sparks jumping from the end of the radius
* Decal End (64) - leaving a mark at the end of the radius

Notes:

* Env_laser refer to env_beam deoaraca env_beam create a range between two points and env_laser behaves as a starting point and extends to a radius tinta.Puteti used as a simple target entity info_node, but anything with a name can be used, including enitati based on a brush (such as fun_wall). In Aces accommodate your brush should be grouped with a brush that defines the origin point of origin is any tinta.Un brush with a texture called 'origin' on taoate girls.
* If there are several entities with the same entity as of the beginning of the radius, the radius goes randomly to each end point, always with the origin of env_laser



env_message
This entity allows the display of a message player.

Attributes:

* Name (targetname) - Name the entity that operates mesaju
* Target (target)
* Message Name (message) - message name (see note below)
* Path / filename.wav of WAV (messagesound) Location sound to be heard when the message is activated
* Volume 0-10 (messagevolume) Volume
* Sound Radius (messageattenuation)
0 = short range
1 = Medium Range
2 = long-range
3 = is heard all over the map

Flags:

* Play Once (1)
* All Clients (2)

Notes:

* This entity allows to use some text predefinite.Acestea files are found in titles.exe of pak0.pak Half-Life \ valve \. The archive file can be explored with a program like PakExplorer open titles.txt and I will defend :
NAME
(
Message
)

* This entity is useful when using one way and is another way of titles.txt respectiv.Pt. learn how to build such a file read coment-Gates sites.

* You can use enitatea game_text pt. to display messages on the map is easy just need the map itself


I hope to be useful this century tutorial.Click the images to make larger.
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