

"A volumetric trigger that dissolves all weapons within it"Įmittername(target_destination) : "Emitter Name" : "" : "Name of a single or multiple entities to use as the basis for the emitted effects." "A volumetric trigger that disintegrates enemies"ĭissolvetype(choices) : "Dissolve Type" : "Energy" =Ģ : "Light base(Trigger) = trigger_weapon_dissolve : Input Explode(void) : base(Trigger) = trigger_physics_trap : It can also be configured to break when it takes enough damage." It can be constrained to other physics objects using hinges "+

"A prop that physically simulates as a single rigid body. Output OnFirstBallReinserted(void) : "Fired when the first combine ball is reinserted into the field (only gets triggered when Combine Power supply is base(BasePropPhysics) studioprop() = prop_combine_ball : Output OnLastBallGrabbed(void) : "Fired when the last combine ball is grabbed from the field by a mega physcannon" Output OnBallHitBottomSide(void) : "Fired when a combine ball in hits the bottom side of the field (only gets triggered when Combine Power supply is checked)" Output OnBallHitTopSide(void) : "Fired when a combine ball in hits the top side of the field (only gets triggered when Combine Power supply is checked)" Output OnBallReinserted(void) : "Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)" Output OnBallGrabbed(void) : "Fired when a combine ball is grabbed from the field by a mega physcannon" Input Disable(void) : "Disable spawning of combine balls" Input Enable(void) : "Enable spawning of combine balls" Maxspeed(float) : "Max ball speed" : "600.0" : "The maximum speed of balls that fly in the spawner"īallradius(float) : "Ball radius" : "20.0" : "The radius of the energy balls"īalltype(choices) : "Ball Type" : "Combine Energy Ball 1" =īallrespawntime(float) : "Ball Respawn Time" : "4.0f" : "The energy balls respawn time" Minspeed(float) : "Min ball speed" : "300.0" : "The minimum speed of balls that fly in the spawner" Input InteractivePowerDown(void) : "Shutdown this base(Targetname, Global) = CombineBallSpawnersīallcount(integer) : "Ball count" : 3 : "This is how many balls will be bouncing around inside the spawner" Output OnAlyxFinishedInteraction(void) : "Fired when Alyx has finished interacting with this entity." Output OnAlyxStartedInteraction(void) : "Fired when Alyx begins to interact with this entity." Defines entity classes specific to Half-Life "ai_basenpc.fgd" Learn more about bidirectional Unicode characters To review, open the file in an editor that reveals hidden Unicode characters. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below.
