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Usage: |
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/TempEnt (options) entity |
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Description: |
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This command will create the temporary entity named by entity
with the options names. Options differ between Temp entities. You may
use a name for entity, but it must be in the SYS_TEMPENT list
with the corresponding number. Names used in this documentation are
consistent with the SYS_TEMPENT list in "qlad-base.cfg" that is
distributed with QLAD.
Jump To:
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Global
Options: |
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| Option |
Range |
Default |
Description |
| msg |
0-9 |
0 |
Sets the type of message the temp entity is transmitted in. If this is a word, the word will be replaced with the
value in the SYS_TE_MSG list, which is in qlad-base.cfg as follows (this is also the HL SDK in common/const.h):
0 - MSG_BROADCAST - Unreliable message to everyone
1 - MSG_ONE - Reliable message to one
2 - MSG_ALL - Reliable message to everyone
3 - MSG_INIT - Write to the init string
4 - MSG_PVS - Message to Entities in PVS of origin
5 - MSG_PAS - Message to Entities in PAS of origin
6 - MSG_PVS_R - Reliable message to Entities in PVS of origin
7 - MSG_PAS_R - Reliable message to Entities in PAS of origin
8 - MSG_ONE_UNRELIABLE - Unreliable message to one
9 - MSG_SPEC - Message to all spectator proxies
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| ent |
userid |
Primary player |
Sets the primary entity this temp entity is attached to. This has different effects depending on which temp entity is used.
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0: TE_BeamPoints: Creates a beam between two points
Options: |
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| Option |
Range |
Default |
Description |
| Start |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Starting point of the beam |
| End |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Ending point of the beam |
| Sprite |
sprite path |
sprites/laserbeam.spr |
The sprite to use in the beam |
| FrameStart |
0-255 |
0 |
The frame to start with in the sprite |
| FrameRate |
0-255 |
0 |
The frame rate to show the sprite at, in 0.1s (10 = 1 fps) |
| Life |
0-255 |
50 |
The length of time the beam shall remain, in 0.1s (50 = 5 seconds) |
| Width |
0-255 |
10 |
The width of the beam in 0.1s |
| Noise |
0-255 |
10 |
The noise amplitude of the beam, this controls how much the beam distorts, again in 0.1s |
| Color |
R G B |
255 255 255 |
The color of the beam, this pulls from the SYS_COLOR list |
| Brightness |
0-255 |
127 |
The brightness of the beam |
| Scroll |
0-255 |
0 |
The scroll speed of the beam, in 0.1s. (??) |
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1: TE_BeamEntPoint: Creates a beam between the primary entity (see global options) and a point
Options: |
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| Option |
Range |
Default |
Description |
| End |
X Y Z (coords) |
0 0 0 |
Ending point of the beam |
| Sprite |
sprite path |
sprites/laserbeam.spr |
The sprite to use in the beam |
| FrameStart |
0-255 |
0 |
The frame to start with in the sprite |
| FrameRate |
0-255 |
0 |
The frame rate to show the sprite at, in 0.1s (10 = 1 fps) |
| Life |
0-255 |
50 |
The length of time the beam shall remain, in 0.1s (50 = 5 seconds) |
| Width |
0-255 |
10 |
The width of the beam in 0.1s |
| Noise |
0-255 |
10 |
The noise amplitude of the beam, this controls how much the beam distorts, again in 0.1s |
| Color |
R G B |
255 255 255 |
The color of the beam, this pulls from the SYS_COLOR list |
| Brightness |
0-255 |
127 |
The brightness of the beam |
| Scroll |
0-255 |
0 |
The scroll speed of the beam, in 0.1s. (??) |
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2: TE_GunShot: Creates a particle effect plus a ricochet sound
Option: |
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| Option |
Range |
Default |
Description |
| Pos |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Position of the gunshot effect |
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3: TE_Explosion: Creates an additive sprite, 2 dynamic lights, flickering particles, explosion sound, and moves the sprite vertically
Options: |
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| Option |
Range |
Default |
Description |
| sprite |
sprite path |
sprites/zerogxplode.spr |
The additive sprite to use in the explosion |
| Pos |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Position of the explosion effect |
| scale |
0-255 |
1 |
The scale of the sprite in the explosion, in 0.1s |
| FrameRate |
0-255 |
0 |
The frame rate to show the sprite at |
| Flags |
0-255 |
0 |
Sets flags for the explosion, you may OR these together:
0: Default Half-Life explosion
1: Sprite will be drawn opaque
2: Do not render the dynamic lights
4: Do not play the explosion sound
8: Do not draw the particles
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4: TE_TarExplosion: Creates the Quake 'tar' explosion
Option: |
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| Option |
Range |
Default |
Description |
| Pos |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Position of the effect |
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5: TE_Smoke: Creates a rising alphablend sprite at 30 pps
Options: |
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| Option |
Range |
Default |
Description |
| sprite |
sprite path |
sprites/steam1.spr |
The alphablend sprite to use for smoke |
| Pos |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Position of the smoke effect |
| scale |
0-255 |
1 |
The scale of the smoke, in 0.1s |
| FrameRate |
0-255 |
0 |
The frame rate to show the sprite at |
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6: TE_Tracer: Creates a tracer effect from one point to another
Options: |
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| Option |
Range |
Default |
Description |
| Start |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Starting point of the tracer |
| End |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Ending point of the tracer |
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7: TE_Lightning: Simplified options for TE_BeamEnts - Lightning effect
Options: |
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| Option |
Range |
Default |
Description |
| Start |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Starting point of the lightning |
| End |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Ending point of the lightning |
| Sprite |
sprite path |
sprites/laserbeam.spr |
The sprite to use in the lightning |
| Life |
0-255 |
50 |
The length of time the lightning shall remain, in 0.1s (50 = 5 seconds) |
| Width |
0-255 |
10 |
The width of the lightning in 0.1s |
| Amplitude |
0-255 |
10 |
The noise amplitude of the lightning, this controls how much it distorts, again in 0.1s |
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8: TE_BeamEnts: Creates a beam between the primary entity (see global options) and another entity
Options: |
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| Option |
Range |
Default |
Description |
| ent2 |
UserID |
Secondary player |
Ending point of the beam |
| Sprite |
sprite path |
sprites/laserbeam.spr |
The sprite to use in the beam |
| FrameStart |
0-255 |
0 |
The frame to start with in the sprite |
| FrameRate |
0-255 |
0 |
The frame rate to show the sprite at, in 0.1s (10 = 1 fps) |
| Life |
0-255 |
50 |
The length of time the beam shall remain, in 0.1s (50 = 5 seconds) |
| Width |
0-255 |
10 |
The width of the beam in 0.1s |
| Noise |
0-255 |
10 |
The noise amplitude of the beam, this controls how much the beam distorts, again in 0.1s |
| Color |
R G B |
255 255 255 |
The color of the beam, this pulls from the SYS_COLOR list |
| Brightness |
0-255 |
127 |
The brightness of the beam |
| Scroll |
0-255 |
0 |
The scroll speed of the beam, in 0.1s. (??) |
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9: TE_Sparks: Creates eight random tracers with gravity, and a ricochet sprite
Option: |
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| Option |
Range |
Default |
Description |
| Pos |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Position of the effect |
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10: TE_LavaSplash: Creates the Quake 1 lavasplash effect
Option: |
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| Option |
Range |
Default |
Description |
| Pos |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Position of the effect |
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11: TE_Teleport: Creates the Quake 1 teleport effect
Option: |
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| Option |
Range |
Default |
Description |
| Pos |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Position of the effect |
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12: TE_Explosion2: Quake1 Colormapped particle explosion with sound
Options: |
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| Option |
Range |
Default |
Description |
| Pos |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Position of the effect |
| StartColor |
0-255 |
50 |
The starting color of the colors in the explosion |
| NumColors |
0-255 |
10 |
The number of colors in the explosion |
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14: TE_Implosion: Creates an implosion effect, tracers moving to a point
Options: |
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| Option |
Range |
Default |
Description |
| Pos |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Position of the effect |
| Radius |
0-255 |
10 |
The Radius of the implosion |
| Count |
0-255 |
10 |
Number of tracers in the implosion |
| Life |
0-255 |
100 |
Life of the implosion (in 0.1s) |
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15: TE_SpriteTrail: Creates a trail of moving glow sprites
Options: |
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| Option |
Range |
Default |
Description |
| Start |
X Y Z (coords) |
Primary player origin, or 0 0 0 |
Starting point of the sprite trail |
| End |
X Y Z (coords) |
Primary player origin, or 0 0 0 |
Ending point of the sprite trail |
| Sprite |
sprite path |
sprites/laserbeam.spr |
The sprite to use for the trail |
| Life |
0-255 |
50 |
The length of time the sprites shall remain, in 0.1s (50 = 5 seconds) |
| Count |
0-255 |
3 |
The number of sprites to show |
| Scale |
0-255 |
2 |
The scale of the sprite, in 0.1s |
| Velocity |
0-255 |
10 |
The velocity towards the end point, in 10s |
| Random |
0-255 |
10 |
The randomness of the sprites towards the end point |
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17: TE_Sprite: Creates an additive sprite, played 1 cycle
Options: |
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| Option |
Range |
Default |
Description |
| Pos |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Position of the sprite |
| Sprite |
sprite path |
sprites/laserbeam.spr |
The additive sprite to use |
| Scale |
0-255 |
1 |
The scale of the sprite |
| Brightness |
0-255 |
127 |
The brightness of the sprite |
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18: TE_BeamSprite: Creates a beam with a sprite at the end
Options: |
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| Option |
Range |
Default |
Description |
| Start |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Starting position of the beam |
| End |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Ending position of the beam |
| Sprite |
sprite path |
sprites/laserbeam.spr |
The sprite to use for the beam |
| EndSprite |
sprite path |
sprites/laserbeam.spr |
The sprite to show at the end of the beam |
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22: TE_BeamFollow: Creates a line of decaying beam segments that follow the entity
Options: |
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| Option |
Range |
Default |
Description |
| Sprite |
sprite path |
sprites/laserbeam.spr |
The sprite to use for the beam segments |
| Life |
0-255 |
100 |
How long the beam will last (in 0.1s), if 0 or 255, may make it last forever |
| Width |
0-255 |
10 |
The width of the beam segments, in 0.1s |
| Color |
0-255 0-255 0-255 |
255 255 255 |
Sets the color of the sprite.
If this is a word, the word will be replaced with the
value in the SYS_COLOR list, if it exists.
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| Brightness |
0-255 |
127 |
The brightness of the sprite |
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23: TE_GlowSprite: Creates a glow sprite
Options: |
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| Option |
Range |
Default |
Description |
| Sprite |
sprite path |
sprites/laserbeam.spr |
The glow sprite to use |
| Pos |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Position of the sprite |
| Scale |
0-255 |
10 |
The scale of the sprite |
| Size |
0-255 |
10 |
The size of the sprite |
| Brightness |
0-255 |
127 |
The brightness of the sprite |
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24: TE_BeamRing: Connect a beam ring between the primary entity and another entity
Options: |
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| Option |
Range |
Default |
Description |
| ent2 |
UserID |
Secondary player |
Ending point of the beam ring |
| Sprite |
sprite path |
sprites/laserbeam.spr |
The sprite to use in the beam |
| FrameStart |
0-255 |
0 |
The frame to start with in the sprite |
| FrameRate |
0-255 |
0 |
The frame rate to show the sprite at, in 0.1s (10 = 1 fps) |
| Life |
0-255 |
50 |
The length of time the beam shall remain, in 0.1s (50 = 5 seconds) |
| Width |
0-255 |
10 |
The width of the beam in 0.1s |
| Noise |
0-255 |
10 |
The noise amplitude of the beam, this controls how much the beam distorts, again in 0.1s |
| Color |
R G B |
255 255 255 |
The color of the beam, this pulls from the SYS_COLOR list |
| Brightness |
0-255 |
127 |
The brightness of the beam |
| Scroll |
0-255 |
0 |
The scroll speed of the beam, in 0.1s. (??) |
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25: TE_Streak_Splash: Creates an oriented shower of tracers
Options: |
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| Option |
Range |
Default |
Description |
| Pos |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Position of the effect |
| Dir |
X Y Z (vector) |
0 0 -10 |
The vector to move the tracers in |
| Color |
0-255 |
50 |
The color byte of the tracers |
| Count |
0-65535 |
10 |
The number of tracers |
| Speed |
0-65535 |
50 |
The speed of the tracers |
| Random |
0-65535 |
127 |
The randomness in the vectors for the tracers |
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27: TE_DLight: Creates a light effect
Options: |
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| Option |
Range |
Default |
Description |
| Pos |
X Y Z (coords) |
Origin of primary entity, or 0 0 0 |
Center of the light |
| Radius |
0-255 |
20 |
The radius of the light |
| Color |
R G B |
255 255 255 |
The color of the light, this pulls from the SYS_COLOR list |
| Life |
0-255 |
10 |
How long the light will last, in 10s |
| Decay |
0-255 |
1 |
The rate the light will decay |
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28: TE_ELight: Creates a light effect attached to an entity. Requires an entity.
Options: |
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| Option |
Range |
Default |
Description |
| Pos |
X Y Z (coords) |
Origin of primary entity |
Starting point of the light |
| Radius |
0-255 |
20 |
The radius of the light |
| Color |
R G B |
255 255 255 |
The color of the light, this pulls from the SYS_COLOR list |
| Life |
0-255 |
10 |
How long the light will last, in 10s |
| Decay |
0-255 |
1 |
The rate the light will decay |
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119: TE_Projectile: Creates a projectile moving along a path. It will collide with objects. If a primary entity is specified, it will not collide
with that entity.
Options: |
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| Option |
Range |
Default |
Description |
| Pos |
X Y Z (coords) |
Origin of primary entity or 0 0 0 |
Starting point of the projectile |
| Velocity |
X Y Z (vector) |
0 0 -10 |
The vector the projectile will move along |
| model |
Model or Sprite name |
sprites/laserbeam.spr |
The actual projectile model or sprite |
| Life |
0-255 |
10 |
How many seconds the projectile will live |
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