The cycler entity is a weapon model viewer of sorts. It places a
model within the map that acts as a weapon pickup. When picked up, the model will be placed in front of the player as a
viewmodel. Secondary attack will cycle animations of the model, while primary attack will restart the current animation.
Attributes
- Render FX (renderfx) - Gives the model certain visual effects depending on Render Mode. Does not affect viewmodel.
- Normal (0) - No visual effects.
- Slow Pulse (1) - Model slowly pulses with transparency. Faint.
- Fast Pulse (2) - Model quickly pulses with transparency. Faint.
- Slow Wide Pulse (3) - Model slowly pulses with transparency. Strong.
- Fast Wide Pulse (4) - Model quickly pulses with transparency. Strong.
- Slow Fade Away (5) - Seemingly unused.
- Fast Fade Away (6) - Seemingly unused.
- Slow Become Solid (7) - Seemingly unused.
- Fast Become Solid (8) - Seemingly unused.
- Slow Strobe (9) - A very slow strobe effect between visible and invisible.
- Fast Strobe (10) - A medium strobe effect between visible and invisible.
- Faster Strobe (11) - A very fast strobe effect between visible and invisible.
- Slow Flicker (13) - Model flickers in and out of visibility.
- Fast Flicker (13) - Model quickly flickers in and out of visibility.
- Constant Glow (14) - Seemingly unused.
- Distort (15) - Model has a slight fast pulsing of transparency, and occasionally translocates slightly. (Translocation visible with "Normal" Render Mode.)
- Hologram (Distort + fade) (16) - Model has a slight fast pulsing of transparency, and occasionally translocates slightly. (Translocation visible with "Normal" Render Mode.) Model will fade with distance.
- Render Mode (rendermode) - Allows special rendering modes to be applied to the given entity. Does not affect viewmodel.
- Normal (0) - Standard rendering. Render FX and FX Amount will generally have no effect.
- Color (1) - Allows model to become transparent.
- Texture (2) - Allows model to become transparent.
- Glow (3) - Allows model to become transparent.
- Solid (4) - Allows model to become transparent.
- Additive (5) - Gives the model a white glow. Allows model to become transparent.
- FX Amount (1 - 255) (renderamt) - In all but "Normal" Render Mode, alters how transparent the model is. Scales from 0 (invisible) to 255 (solid, normal). Does not affect viewmodel.
- FX Color (R G B) (rendercolour) - Seemingly unused.
- Target (target) - When the weapon is picked up, it will trigger the entity specified in Target.
- Name (targetname) - Name is a general attribute used to identify entities.
- Pitch Yaw Roll (Y Z X) (angles) - Seemingly unused.
- TriggerTarget (TriggerTarget) - Seemingly unused.
- Trigger Condition (TriggerCondition) - Seemingly unused.
- No Trigger (0) -
- See Player, Mad at Player (1) -
- Take Damage (2) -
- 50% Health Remaining (3) -
- Death (4) -
- Hear World (7) -
- Hear Player (8) -
- Hear Combat (9) -
- See Player Unconditional (10) -
- See Player, Not In Combat (11) -
- Animation Sequence (editor) (sequence) - Sets the animation the model should start in.
- Model (model) - This defines which model file will be used by the entity. This accepts an input of the form "path/filename.mdl" (starting from the root folder). (Example: "models/scientist.mdl").
Flags
- WaitTillSeen (1) - Seemingly unused.
- Gag (2) - Seemingly unused.
- MonsterClip (4) - Seemingly unused.
- Prisoner (16) - Seemingly unused.
- WaitForScript (128) - Seemingly unused.
- Pre-Disaster (256) - Seemingly unused.
- Fade Corpse (512) - Seemingly unused.
Notes
- If you switch to another weapon, you will not be able to switch back.
- If you set Animation Sequence, you will notice the weapon starts in a default idle animation. Restarting the animation will place the weapon into the correct animation, and cycling will cycle from the correct animation.