(
Signals the beginning of a block of commands
)
Signals the end of a block of commands
accel( Float xAcc, Float yAcc, Float zAcc )
Set the acceleration of the spawned tempmodel.
This acceleration is applied using the world axisalias( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Create an alias to the specified path
aliascache( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Create an alias to the specified path and cache the resource
align
Align the tempmodels to the direction they are traveling
alignonce
Align the tempmodels to the direction they are traveling at the time they are initialized
alpha( Float alpha )
Set the alpha of the spawned tempmodel
angles( [ String [random|crandom] ], [ Float pitch ], [ String [random|crandom] ], [ Float yaw ], [ String [random|crandom] ], [ Float roll ] )
If random is specified, the component will range from 0 to +specified value.
If crandom is specified, the component will range from -specified to +specified value.
If neither random or crandom is specified, then the component will be just set
without randomness.anim( String animation )
Set a tempmodel the the specified animation
animateonce
Set a tempmodel to animate once and then get removed
avelocity( Float yawVel, Float pitchVel, Float rollVel )
Set the angular velocity of the spawned tempmodel
beam_offset_endpoints
Make the beams endpoints offset to reduce the bunching up effect
beamdelay( [ String [random] ], [ Float delay ] )
Set the delay time between creating new beams.
If the keyword random is specified, the delay between beams will occur randomly between 0 and the time specifiedbeamlength( Float length )
Set the length of the beam or trace length (for decals)
beampersist
Make the beams persist instead of blinking out
beamshader( String shadername )
Set the shader to use for the beam
beamsphere( Integer count )
Create a sphere shaped beam effect from the origin. Count is the number of beams
beamtoggledelay( [ String [random] ], [ Float delay ] )
Set a delay between toggling the beams on and off.
If the keyword random is specified, the delay between toggling will occur randomly between 0 and the time specifiedbouncedecal( Integer maxamount, [ Integer temporary ] )
Put a mark when the tempmodel bounces and hits a surface
maxamount = Max amount of decals to make when bouncing
temporary = specify 1 for a temporary mark that only appears for a short time, 0 for a decal that stays aroung longer (default is 0)
bouncefactor( Float factor )
Set the bounciness of a tempmodel when it hits a solid.
A factor > 1 will make the model bounce higher and higher on each hitbouncesound( String sound, [ Float [delay] ] )
When bouncing, what sound to play on impact and an option delay (default is 1 second) between playing this sound
bouncesoundonce( String sound )
When bouncing, what sound to play on impact one time
cache( String resourceName )
Cache the specified resource
circle
Set the tempmodels to be spawned in a circle around the origin
This circle will be generated in the X/Y axis of the modelclient( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Execute the specified command arg string
collision( [ String water ] )
Turn on collision for the tempmodel.
If the keyword water is specified, then the tempmodel will collide with watercolor( Float red, Float green, Float blue, [ Float alpha ] )
Set the color (modulate) of the spawned tempmodel.
commanddelay( Float time, Integer commandnumber, [ String [arg1] ], [ String [arg2] ], [ String [arg3] ], [ String [arg4] ], [ String [arg5] ], [ String [arg6] ] )
Set the time delay between this command getting executed. This requires a command number to be assigned here.
This is internally used to keep track of the commands this entity executes and will resolve naming conflicts.count( Integer count )
Set the number of tempmodels that are spawned
This is only used for the originspawn and tagspawn commands,
and not for emitters, use spawnrate insteaddecalradius( Float radius )
Set the radius of the decal
decalshader( String shadername )
Set the shader to use for the impact decal
detail
Set emitter/tempmodel to be detail. Which can be turned off by detail
dietouch
Set the spawned tempmodels to die when they touch a solid
dlight( Float red, Float green, Float blue, Float intensity, [ String type1 ], [ String type2 ] )
This makes the emitter itself a dynamic lightThe red,green,blue parms are the color of the light
The intensity is the radius of the light
type is the type of light to create (lensflare,viewlensflare,additive)duplicatecount( Integer num )
Set a duplication number for the tempmodels
emitteroff( String emitterName )
Turn the specified emitter off
emitteron( String emitterName )
Turn the specified emitter on
endalpha( Float alpha )
Set the alpha of the beam's endpoint
entcolor( Float red, Float green, Float blue, [ Float alpha ] )
Set the color(modulate) of this entity
fade
Set the tempmodel to fade out over it's life
fadedelay( Float time )
Set the amount of time to delay a fade
fadein( Float time )
Set the tempmodel to fade in over the specified time
flicker
Set the tempmodel to change it's alpha every frame. Creates a flickering effect
footstep
Play a footstep sound that is appropriate to the surface we are currently stepping on
globalfade( [ String [in|out] ] )
Set the tempmodels to globally fade in or out together
hardlink
Set the tempmodels linked to the model they are spawned from, so they move with it
inwardsphere
Create the tempmodels in a sphere around the origin, and adjust their
angle so they point toward the center of the sphere. This is best used with a
spehere radius and some velocity so the models look like they're heading toward the
center of the sphere.life( Float life )
Set the life (in seconds) of the spawned tempmodel
lightstyle( String nameOfImage )
Set a lightstyle to determine the color of this tempmodel, the image
specified is used to determine the look of the light styleloopsound( String soundName, [ Float volume ], [ Float min_distance ] )
Play the specifed sound as a looping sound
maxoffset( Float maxoffset )
Set the maximum offset from center in a beam
minoffset( Float minoffset )
Set the minimum offset from center in a beam
model( String modelname1, [ String modelname2 ], [ String modelname3 ], [ String modelname4 ], [ String modelname5 ], [ String modelname6 ] )
Set the modelname of the tempmodel. If more than 1 model is specified, it will
be randomly chosen when spawnednumsegments( Integer numsegments )
Set the number of segments in a beam
offset( [ String [random|crandom] ], [ Float offsetX ], [ String [random|crandom] ], [ Float offsetY ], [ String [random|crandom] ], [ Float offsetZ ] )
If random is specified, the component will range from 0 to +specified offset.
If crandom is specified, the component will range from -specified to +specified offset.
If neither random or crandom is specified, then the component will just be added on
without randomness.
This offset is applied using the world axis.offsetalongaxis( [ String [crandom|random] ], Float offsetx, [ String [crandom|random] ], Float offsety, [ String [crandom|random] ], Float offsetz )
If random is specified, the component will range from 0 to specified offset.
If crandom is specified, the component will range from -specified to +specified offset.
If neither random or crandom is specified, then the component will just be added on
without randomness.
This offset is applied using the model's local axisorientation( Float degrees )
Set the degrees to orient the decal. Specify 'random' to use a random orientation
originbeamemitter
Spawn beams from the origin.
This command is followed by a ( to specify a block of commands that modify the beamoriginbeamspawn
Spawn a beam from the origin.
This command is followed by a ( to specify a block of commands that modify the beamorigindlight( Float red, Float green, Float blue, Float intensity, Float life, [ String type1 ], [ String type2 ] )
Spawn a dynamic light from the origin of the model
The red,green,blue parms are the color of the light
The intensity is the radius of the light
type is the type of light to create (lensflare,viewlensflare,additive)originemitter( String emitterName )
Create an emitter that spawns tempmodels from the origin.
This command is followed by a ( to specify a block of commands that modify the tempmodelsoriginspawn
Spawn tempmodels from the origin.
This command is followed by a ( to specify a block of commands that modify the tempmodelsparallel
Set tempmodel to be parallel to the viewer
parentangles
Set the tempmodels angles to that of its parent
parentlink
Set the tempmodels linked to the parent, so they move with the parent model
physicsrate( String rate )
Set the rate (in updates per second) for the tempmodel's physics to be updated
print( String string )
Prints a string.
radius( Float radius )
Set the radius of the sphere for the inwardsphere amd sphere settings
randomchance( Float percentage, [ String [arg1] ], [ String [arg2] ], [ String [arg3] ], [ String [arg4] ], [ String [arg5] ], [ String [arg6] ] )
Set the percentage chance that command will occur
randomroll
Set the tempmodels so they pick a random roll value every frame
randvel( [ String [random|crandom] ], [ Float xVel ], [ String [random|crandom] ], [ Float yVel ], [ String [random|crandom] ], [ Float zVel ] )
Add a random component to the regular velocity.
If random is specified, the component will range from 0 to specified velocity.
If crandom is specified, the component will range from -specified to +specified velocity.
If neither random or crandom is specified, then the component will just be added on
without randomness.
This velocity is applied using the world axisrandvelaxis( [ String [random|crandom] ], [ Float forwardVel ], [ String [random|crandom] ], [ Float rightVel ], [ String [random|crandom] ], [ Float upVel ] )
Add a random component to the regular velocity.
If random is specified, the component will range from 0 to specified velocity.
If crandom is specified, the component will range from -specified to +specified velocity.
If neither random or crandom is specified, then the component will just be added on
without randomness.
This velocity is applied using the parent axisscale( Float scale )
Set the scale of a spawned tempmodel
scalemax( Float scalemax )
Set the maximum scale of a spawned tempmodel
scalemin( Float scalemin )
Set the minimum scale of a spawned tempmodel
scalerate( Float rate )
Set the scaling rate of the spawned tempmodel
If a negative rate is used, the model will shrinkscaleupdown
Set the tempmodel to scale up to scale value and then down.
sound( String soundName, [ Integer channel ], [ Float volume ], [ Float min_distance ] )
Play the specified sound
spawnrate( Float rate )
Set the spawnrate of the emitter (models per second).
This is only used for emitters and not for the originspawn and tagspawn commandssphere
Set the tempmodels to spawn in a sphere around the origin.
If sphereradius is set, the tempmodels will spawn at the radius distance from
the originspread( Float spreadx, Float spready )
Add a random variance in the spawned beam in the forward direction by the amound specified in spreadx and spready
startoff
Signals an emitter to start in the off state (no tempmodels are emitted)
stopsound( Integer channel )
Stops the sound on the specified channel.
swarm( Integer frequency, Float maxspeed, Float delta )
Create a swarm like effect that the tempmodels follow when they are spawned
frequency is how often they change direction
maxspeed is how fast the tempmodel will move (it's randomly generated every
time the frequency is hit
delta is how much the tempmodel moves toward the origin every frameswipe( [ Vector origin ] )
Do a swipe and add it on to the swipe rendering list.
swipeoff
Signal the end of a swipe
swipeon( String shader, String startTagName, Float endTagNamelife, Float life )
Signal the start of a swipe from the current tag
tagbeamemitter( String tagstart, String tagend, String name )
Create a beam emitter that uses 2 tags to determine it's start and end position
tagbeamspawn( String tagstart, Float name )
Create a beam emitter that uses the tag to determine it's starting position.
tagdlight( String tagName, Float red, Float green, Float blue, Float intensity, Float life, [ String type1 ], [ String type2 ] )
Spawn a dynamic light from the specified tag
The red,green,blue parms are the color of the light
The intensity is the radius of the light
type is the type of light to create (lensflare,viewlensflare,additive)tagemitter( String tagName, String emitterName )
Create an emitter that spawns tempmodels from the specified tag.
This command is followed by a ( to specify a block of commands that modify the tempmodelstaglist( String arg1, String arg2, [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )
Set the tag list to create a beam that travels between all the tags
tagspawn( String tagName )
Spawn tempmodels from the specified tag.
This command is followed by a ( to specify a block of commands that modify the tempmodelstagtraceimpactmark( String tagname, [ Integer temporary ] )
Perform a trace from the specified tag to the maxlength and put the shader as a decal on the surface it hits
temporary = specify 1 for a temporary mark that only appears for a short time, 0 for a decal that stays aroung longer (default is 0)
tagtraceimpactsound( String tagname, Integer maxlength )
Perform a trace from the specified tag to the maxlength and play a sound at that position
tagtraceimpactspawn( String tagname )
Perform a trace from the specified tag to the maxlength and spawn the specified model there.
tracecount( Integer count )
Set the number of traces that are done
tracelength( Float length )
Set the length of the trace for the decal
trail( String shader, String startTag, String endTag, Float life )
Set the tempmodel to have a swipe that follows it
twinkle( Float mintimeoff, Float maxtimeoff, Float mintimeon, Float maxtimeon )
Set the tempmodel to twinkle with the specified settings
uselasttraceend
Makes this trace command use the end results of the last trace command
velocity( Float forwardVelocity )
Set the forward velocity of the spawned tempmodel
wavy( [ String [random|crandom] ], [ Float distance ] )
Set the tempmodel to move in a wavy path to a maxmimun of the distance specified
If random is specified, the distance is between 0 and +specified distance
If crandom is specified, the distance is between -specified and +specified distance
emitter( String emittername )
Create a new emitter
immediateremove
Removes this listener immediately.
remove
Removes this listener the next time events are processed.