Submitted by
Andy on Fri, 2005-02-25 22:04.
Creates a little swaying grass thing... that looks a bit like a hair.
Properties
Name - The Name of the entity for triggering.
Render FX - The options are as follows:
0 = Normal
1 = Slow Pulse
2 = Fast Pulse
3 = Slow Wide Pulse
4 = Fast Wide Pulse
5 = Slow Fade Away
6 = Fast Fade Away
7 = Slow Become Solid
8 = Fast Become Solid
9 = Slow Strobe
10 = Fast Strobe
11 = Faster Strobe
12 = Slow Flicker
13 = Fast Flicker
14 = Constant Glow
15 = Distort
16 = Hologram (Distort and Fade)
Render Mode - Options are:
0 = Normal
1 = Color
2 = Texture
3 = Glow
4 = Solid
5 = Additive
FX Amount - The value of the Render Mode, between 0 and 255. 'Solid' mode simply needs a non '0' value to work, while in other modes translucency is controlled by this value.
FX Color - An RGB value that controls the colour of the object rendering. Only Color and Glow Render Modes use the Render Color property, but other entities also use it under different SmartEdit names.
Pitch Roll Yaw - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
Flags:
(1)Sync Movement - If set, all the hairs in the map will move in sync with each other.
Related Entities
None
Notes:
None
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Spawns a shy light-emitting plant.
Properties
Target - When an entity is activated, it triggers the entity with the name specified by Target.
Name - The Name of the entity for triggering.
Render FX - The options are as follows:
0 = Normal
1 = Slow Pulse
2 = Fast Pulse
3 = Slow Wide Pulse
4 = Fast Wide Pulse
5 = Slow Fade Away
6 = Fast Fade Away
7 = Slow Become Solid
8 = Fast Become Solid
9 = Slow Strobe
10 = Fast Strobe
11 = Faster Strobe
12 = Slow Flicker
13 = Fast Flicker
14 = Constant Glow
15 = Distort
16 = Hologram (Distort and Fade)
Render Mode - Options are:
0 = Normal
1 = Color
2 = Texture
3 = Glow
4 = Solid
5 = Additive
FX Amount - The value of the Render Mode, between 0 and 255. 'Solid' mode simply needs a non '0' value to work, while in other modes translucency is controlled by this value.
FX Color - An RGB value that controls the colour of the object rendering. Only Color and Glow Render Modes use the Render Color property, but other entities also use it under different SmartEdit names.
Pitch Roll Yaw - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
Flags:
None.
Related Entities
None
Notes:
To make the plantlight actually control a light, set it to target the 'Name' of a light entity.
The reason you would want to do this is so that in a dark area, if the player approaches the plant, the lights go out.
Set the xen_plantlight Target to the Name of the light.
You can give the plant a little halo by setting Render Color (255 255 255) and Render Amount (try 200). The Plantlight will not emit light, but these settings make it look as though it does.
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Spawns a large sack like thing with legs.
Properties
Target - When an entity is activated, it triggers the entity with the name specified by Target.
Name - The Name of the entity for triggering.
Render FX - The options are as follows:
0 = Normal
1 = Slow Pulse
2 = Fast Pulse
3 = Slow Wide Pulse
4 = Fast Wide Pulse
5 = Slow Fade Away
6 = Fast Fade Away
7 = Slow Become Solid
8 = Fast Become Solid
9 = Slow Strobe
10 = Fast Strobe
11 = Faster Strobe
12 = Slow Flicker
13 = Fast Flicker
14 = Constant Glow
15 = Distort
16 = Hologram (Distort and Fade)
Render Mode - Options are:
0 = Normal
1 = Color
2 = Texture
3 = Glow
4 = Solid
5 = Additive
FX Amount - The value of the Render Mode, between 0 and 255. 'Solid' mode simply needs a non '0' value to work, while in other modes translucency is controlled by this value.
FX Color - An RGB value that controls the colour of the object rendering. Only Color and Glow Render Modes use the Render Color property, but other entities also use it under different SmartEdit names.
Pitch Roll Yaw - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
Flags:
None.
Related Entities
None
Notes:
This entity has a coded animation that makes it look like it's breathing.
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Spawns a medium sack like thing with legs.
Properties
Target - When an entity is activated, it triggers the entity with the name specified by Target.
Name - The Name of the entity for triggering.
Render FX - The options are as follows:
0 = Normal
1 = Slow Pulse
2 = Fast Pulse
3 = Slow Wide Pulse
4 = Fast Wide Pulse
5 = Slow Fade Away
6 = Fast Fade Away
7 = Slow Become Solid
8 = Fast Become Solid
9 = Slow Strobe
10 = Fast Strobe
11 = Faster Strobe
12 = Slow Flicker
13 = Fast Flicker
14 = Constant Glow
15 = Distort
16 = Hologram (Distort and Fade)
Render Mode - Options are:
0 = Normal
1 = Color
2 = Texture
3 = Glow
4 = Solid
5 = Additive
FX Amount - The value of the Render Mode, between 0 and 255. 'Solid' mode simply needs a non '0' value to work, while in other modes translucency is controlled by this value.
FX Color - An RGB value that controls the colour of the object rendering. Only Color and Glow Render Modes use the Render Color property, but other entities also use it under different SmartEdit names.
Pitch Roll Yaw - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
Flags:
None.
Related Entities
None
Notes:
None
Top
Spawns a medium sack like thing with legs.
Properties
Target - When an entity is activated, it triggers the entity with the name specified by Target.
Name - The Name of the entity for triggering.
Render FX - The options are as follows:
0 = Normal
1 = Slow Pulse
2 = Fast Pulse
3 = Slow Wide Pulse
4 = Fast Wide Pulse
5 = Slow Fade Away
6 = Fast Fade Away
7 = Slow Become Solid
8 = Fast Become Solid
9 = Slow Strobe
10 = Fast Strobe
11 = Faster Strobe
12 = Slow Flicker
13 = Fast Flicker
14 = Constant Glow
15 = Distort
16 = Hologram (Distort and Fade)
Render Mode - Options are:
0 = Normal
1 = Color
2 = Texture
3 = Glow
4 = Solid
5 = Additive
FX Amount - The value of the Render Mode, between 0 and 255. 'Solid' mode simply needs a non '0' value to work, while in other modes translucency is controlled by this value.
FX Color - An RGB value that controls the colour of the object rendering. Only Color and Glow Render Modes use the Render Color property, but other entities also use it under different SmartEdit names.
Pitch Roll Yaw - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
Flags:
None.
Related Entities
None
Notes:
None
Top
Spawns a tree with attitude.
Properties
Target - When an entity is activated, it triggers the entity with the name specified by Target.
Name - The Name of the entity for triggering.
Render FX - The options are as follows:
0 = Normal
1 = Slow Pulse
2 = Fast Pulse
3 = Slow Wide Pulse
4 = Fast Wide Pulse
5 = Slow Fade Away
6 = Fast Fade Away
7 = Slow Become Solid
8 = Fast Become Solid
9 = Slow Strobe
10 = Fast Strobe
11 = Faster Strobe
12 = Slow Flicker
13 = Fast Flicker
14 = Constant Glow
15 = Distort
16 = Hologram (Distort and Fade)
Render Mode - Options are:
0 = Normal
1 = Color
2 = Texture
3 = Glow
4 = Solid
5 = Additive
FX Amount - The value of the Render Mode, between 0 and 255. 'Solid' mode simply needs a non '0' value to work, while in other modes translucency is controlled by this value.
FX Color - An RGB value that controls the colour of the object rendering. Only Color and Glow Render Modes use the Render Color property, but other entities also use it under different SmartEdit names.
Pitch Roll Yaw - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
Flags:
None
Related Entities
None
Notes:
The tree acts like a tentacle, Great for defending an area if used in groups of 4.
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