(
Signals the beginning of a block of commands
)
Signals the end of a block of commands
accel( Float xAccFloat yAccFloat zAcc[ Float delay ]
)
Set the acceleration of the spawned tempmodel.
This acceleration is applied using the world axis
addsoundeffect( String surfacetypeString name )
The surface type and name of the effect
addspawneffect( String surfacetypeString name )
The surface type and name of the effect
alias( String aliasString realPath[ String arg1 ][ String
arg2 ][ String arg3 ][ String arg4 ][ String arg5 ][ String arg6 ] )
Create an alias to the specified path
aliascache( String aliasString 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
alwayscreate
Always creates a new beam instead of replacing odd one.
angles( [ String [randomtype] ]Float pitch[ String [randomtype]
]Float yaw[ String [randomtype] ]Float roll )
The angles of the object.If random type is not 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
autocache( String resourceName )
Cache the specified resource
avelocity( [ String [randomtype] ]Float yawVel[ String
[randomtype] ]Float pitchVel[ String [randomtype] ]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 [randomtype] ][ Float delay ] )
Set the delay time between creating new beams.
If the keyword randomtype is specified, the delay between beams will
be random
beamlength( 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 [randomtype] ][ Float delay
] )
Set a delay between toggling the beams on and off.
If the keyword randomtype is specified, the delay between toggling will
occur randomly
beamwave
Makes the beam behave as a wave.
bouncedecal( [ 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)
A decal shader must be specified using decalshader
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 hit
bouncesound( 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
canendearly
Makes it so the beam can end early if it hits something.
chancetoemitatcamera( Float chance )
sets the percent chance that particles will be emitted towards camera
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 model
client( [ 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
water
color( Float color_redFloat color_greenFloat color_blue[
Float alpha ] )
Set the color (modulate) of the spawned tempmodel.
colorrange( Float color_red_startFloat color_green_startFloat
color_blue_startFloat color_red_endFloat color_green_endFloat color_blue_end[
Float time ] )
Sets the color range of the spawned tempmodel.
commanddelay( Float timeInteger 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 instead
decalradius( Float radius )
Set the radius of the decal
decalshader( String shadername )
Set the shader to use for the impact decal.
Use bouncedecal to turn on bounce decals.
definesoundeffect( String effectnameString mapnameString
soundname )
definespawneffect( String effectnameString mapname )
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
direction( [ String [randomtype] ]Float yawDir[ String
[randomtype] ]Float pitchDir[ String [randomtype] ]Float rollDir )
Add a random component to the regular velocity.
If random type is not specified, then the component will just be added
without randomness.
dlight( Float color_redFloat color_greenFloat color_blueFloat
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)
dofade( Float fade_delayFloat fadein_timeBoolean alpha_only
)
Fades the model with the parameters outlined above
drag( Float drag[ Float dragDelay ] )
Set the drag coeffcient. Example, 0.5 drag is half the speed every frame.
dragDelay is the time the particle waits before the drag is applied.
duplicatecount( Integer num )
Set a duplication number for the tempmodels
effectmap( String name )
Declaration for the effect map
emitteroff( String emitterName )
Turn the specified emitter off
emitteron( String emitterName )
Turn the specified emitter on
emitterspin
sets particles to spin based on emitter origin
endalpha( Float alpha )
Set the alpha of the beam's endpoint
entcolor( Float color_redFloat color_greenFloat color_blue[
Float alpha ] )
Set the color(modulate) of this entity
exclusivelight( String exclusiveName )
Set the exclusive entity lighting tag name for a tiki
fade( [ Boolean Alpha_Only ] )
Set the tempmodel to fade out over it's life -- Set to 1 to fade Alpha
only
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( String tagname[ String creaturetype ] )
Place a footprint that is appropriate to the surface we are currently
stepping on
footstepsound( [ Integer channel ][ Float volume ][ Float
min_dist ] )
Places an appropriate footstep sound based on the surface we are currently
stepping on
freq( Float frequency )
Modifies the frequency of a wavy beam (default is 10).
fullbeamwave
Makes the beam behave as one big wave.
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
hide
hitEntities( Boolean hit_entities_bool )
Whether or not entities can be hit with this effect
hitWorld( Boolean hit_world_bool )
Whether or not world can be hit with this effect
inwardsphere( Float radius )
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.
itemringshader( String shader_name )
Makes this item use a different item shader.
lensflare( String lensflare_nameFloat color_redFloat
color_greenFloat color_blue[ Float scale ][ String replacement_shader_name
] )
This makes the emitter itself a lensflare
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 style
loopsound( String soundName[ Float volume ][ Float min_distance
] )
Play the specifed sound as a looping sound
lscalerate( Float rate )
Sets the linear scaling rate of the spawned tempmodel
If a negative rate is used, the model will shrink
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 spawned
note( String note )
numsegments( Integer numsegments )
Set the number of segments in a beam
offset( [ String [randomtype] ]Float offsetX[ String
[randomtype] ]Float offsetY[ String [randomtype] ]Float offsetZ )
If random type is not specified, then the component will just be added
without randomness.
This offset is applied using the world axis.
offsetalongaxis( [ String [randomtype] ]Float offsetx[
String [randomtype] ]Float offsety[ String [randomtype] ]Float offsetz
)
If random type is not specified, then the component will just be added
without randomness.
This offset is applied using the model's local axis
oneFrameOnly
Makes the emitter only last one frame
orientation( Float degrees )
Set the degrees to orient the decal. Specify 'random' to use a random
orientation
originbeamemitter( String name )
Spawn beams from the origin.
This command is followed by a ( to specify a block of commands that
modify the beam
originbeamspawn( String emitterName )
Spawn a beam from the origin.
This command is followed by a ( to specify a block of commands that
modify the beam
origindlight( Float color_redFloat color_greenFloat color_blueFloat
intensityFloat 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[ String tikiName ][
Boolean startoff ] )
Create an emitter that spawns tempmodels from the origin.
This command is followed by a ( to specify a block of commands that
modify the tempmodels
originspawn
Spawn tempmodels from the origin.
This command is followed by a ( to specify a block of commands that
modify the tempmodels
parallel
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
particlespin
sets particles to spin based on own origin
physicsrate( String rate )
Set the rate (in updates per second) for the tempmodel's physics to
be updated
print( String 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 [randomtype] ]Float xVel[ String [randomtype]
]Float yVel[ String [randomtype] ]Float zVel )
Add a random component to the regular velocity.
If a random type is not specified, then the component will just be added
without randomness.
This velocity is applied using the world axis
randvelaxis( [ String [randomtype] ]Float forwardVel[
String [randomtype] ]Float rightVel[ String [randomtype] ]Float upVel
)
Add a random component to the regular velocity.
If random type is not specified, then the component will just be added
without randomness.
This velocity is applied using the parent axis
scale( Float scale )
Set the scale of a spawned tempmodel
scaledelay( Float scale_delay )
Sets the Delay before the model scales
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 shrink
scaleupdown
Set the tempmodel to scale up to scale value and then down.
setspinrate( Float spin_PitchFloat spin_YawFloat spin_Roll
)
setwindeffect( Float windeffect )
sets the amount that emitted objects are affected by wind
sound( String soundName[ Integer channel ][ Float volume
][ Float min_distance ][ Float max_pitch_difference ][ Float min_pitch_difference
] )
spawneffect( String name )
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
commands
sphere
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 origin
spread( Float spreadxFloat spready[ Float endspreadx
][ Float endspready ][ Float spreadtimedelta ] )
Add a random variance in the spawned beam in the forward direction by
the amound specified in spreadx and spready, optionally with an end
spread/time
startoff
Signals an emitter to start in the off state (no tempmodels are emitted)
stopsound( Integer channel )
Stops the sound on the specified channel.
surfaceSound( String baseSurfaceSound[ Integer channel
][ Float volume ][ Float min_dist ] )
Places an appropriate sound based on the surface we are currently stepping
on
swarm( Integer frequencyFloat maxspeedFloat 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 frame
swipe( [ Vector origin ] )
Do a swipe and add it on to the swipe rendering list.
swipeoff
Signal the end of a swipe
swipeon( String shaderString startTagNameFloat endTagNamelifeFloat
life )
Signal the start of a swipe from the current tag
tagbeamemitter( String tagstartString name[ String tagend
] )
Create a beam emitter that uses 2 tags to determine it's start and end
position
tagbeamspawn( String tagstart )
Spawn a beam that uses the tag to determine it's starting position.
tagdlight( String tagNameFloat color_redFloat color_greenFloat
color_blueFloat intensityFloat 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 tagNameString emitterName[ String
tikiName ][ Boolean startoff ] )
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 tempmodels
taglist( String arg1String 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 tempmodels
tagtraceimpactmark( 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 tagnameInteger maxlengthString
sound[ Boolean isalias ] )
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.
tbc_direction( [ String [randomtype] ]Float yawDir[ String
[randomtype] ]Float pitchDir[ String [randomtype] ]Float rollDirFloat
endTimeBoolean lerp )
Add a random component to the regular velocity.
If random type is not specified, then the component will just be added
without randomness.
tbc_particlespin( Float spinrate_xFloat spinrate_yFloat
spinrate_zBoolean spinoutFloat start_timeFloat end_timeBoolean lerp
)
tbc_spawnrate( Float speedFloat start_timeFloat end_timeBoolean
lerp )
TimeBased SpawnRate Command
tbc_speed( Float speedFloat start_timeFloat end_timeBoolean
lerp )
todo( String todo )
This is an item that needs to be done
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 shaderString startTagString endTagFloat
life )
Set the tempmodel to have a swipe that follows it
twinkle( Float mintimeoffFloat maxtimeoffFloat mintimeonFloat
maxtimeon )
Set the tempmodel to twinkle with the specified settings
useLastTrace
Makes this trace command use the results from the last trace command
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 [randomtype] ]Float distance )
Set the tempmodel to move in a wavy path to a maxmimun of the distance
specified