env_gunfire
Code classes:
CEnvGunfire
CPointEntity
CBaseEntity
(all ents)
env_gunfire
is a point entity present in all Source games. It creates a gunfire effect which can be dynamically controlled and pointed at a target, to give the illusion of a weapon firing without an actual weapon entity being used. This entity cannot cause damage in any games, except .
Note: In kills will be attributed to an automated sentry, regardless of player involvement. To do: Is there any possible method of circumventing this? Perhaps with VScript.
Note: be careful when targeting the env_gunfire
classname with inputs, as this entity is used by danger zone turrets.
Tip: Valve often used this entity for its sound effects alone. This is handy for having gunfights overheard before an encounter starts. It is not, however, used for distant gunfire heard in City 17. (That is done through soundscapes.)
Keyvalues[edit | edit source]
- Target
(target)
<target_destination>
- Entity will shoot at this target. Required.
- Min Burst Size
(minburstsize)
<int>
- Minimum number of shots in a burst of shots.
- Max Burst Size
(maxburstsize)
<int>
- Maximum number of shots in a burst of shots.
- Min Delay Between Bursts
(minburstdelay)
<float>
- Minimum delay between bursts in seconds.
- Max Delay Between Bursts
(maxburstdelay)
<float>
- Maximum delay between bursts in seconds.
- Rate of fire
(rateoffire)
<float>
- Number of bullets to fire per second. Not available in , but it can be emulated by adjusting the above keyvalues.
- Bullet spread
(spread)
<int>
- Bullets may deviate this far away in degrees, from shooting straight forward. Any number may be used.
- Bullet distribution should be...
(bias)
<choices>
- How to distribute bullets within the spread. Even distribution will shoot bullets nearly uniformly throughout the Bullet spread cone. Biased will avoid the middle and aim more along the outside of the cone.
- 1: Evenly distributed
- -1: Biased towards the outside
- Collision detection
(collisions)
<choices>
- Whether/how to handle bullet collision detection. If you select None, this entity will be very cheap to use, but all bullets will stop short at their target's position in space and there will be no impact effects. Normal collision detection does the same things NPCs do when they fire their guns (except harm anything). Not available in .
- 0: None. Cheap performance.
- 1: Normal collision detection.
- Shoot Sound
(shootsound)
<sound>
- Gun sound to make. Any sound name can be inserted, either as a filepath or a soundscript name. Not available in . (Default values are for .)
- Tracer
(tracertype)
<string>
- Type of tracer to display. See here for all usable effects. Note: This keyvalue expects a "temporary entity" effect, which is Source's older particle system predating
info_particle_system
(added in 2007). A comprehensive, up-to-date list of these effects does not exist for (their effects are done with the newer system, of course), but they all have the default tracer available.
Literal value Description Tracer Default AR2TRACER AR2
- Weapon
(weaponname)
<choices>
(only available in ) - Does particle effects and damage appropriate for a certain weapon. Weapons that aren't meant to be used and didn't have any notable effects were left out. Bug: Displays particle effects for silenced guns even though it shouldn't.
Literal Value Description weapon_ak47
AK-47 weapon_aug
AUG weapon_awp
AWP weapon_bizon
PP-Bizon weapon_cz75a
CZ75-Auto weapon_deagle
Desert Eagle weapon_elite
Dual Berettas weapon_famas
FAMAS weapon_fiveseven
Five-Seven weapon_g3sg1
G3SG1 weapon_galil
Galil (Old version from . Does nothing.) weapon_galilar
(Not in FGD)Galil AR weapon_glock
Glock-18 weapon_hkp2000
P2000 weapon_m249
M249 weapon_m4a1
M4A4 weapon_m4a1_silencer
M4A1-S weapon_mac10
MAC-10 weapon_mag7
MAG-7 weapon_mp5sd
MP5-SD weapon_mp7
MP7 weapon_mp9
MP9 weapon_negev
Negev weapon_nova
Nova weapon_p228
P228 (Unused weapon from . Does nothing.) weapon_p250
P250 weapon_p90
P90 weapon_revolver
R8 Revolver weapon_sawedoff
Sawed-Off weapon_scar20
SCAR-20 weapon_sg556
SG 553 weapon_snowball
(Not in FGD)Snowball (shots do little to no damage) weapon_ssg08
SSG 08 weapon_tablet
(Not in FGD)Tablet (shots kill instantly) weapon_taser
(Not in FGD)Zeus x27 (electric effects, max range 189 units) weapon_tec9
Tec-9 weapon_ump45
UMP-45 weapon_usp
USP (Old version from . Does nothing.) weapon_usp_silencer
USP-S weapon_xm1014
XM1014
- Start Disabled
(StartDisabled)
<boolean>
- Stay inactive until Enabled.
Inputs[edit | edit source]
- Enable
- Makes the entity active.
- Disable
- Makes the entity inactive.