xen_tree
Last edited 2 months ago2024-09-25 00:39:51 UTC
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The
xen_tree
entity places a
model of a large claw-like xen tree. When the tree is bumped into, damaged, or any player or monster* moves into its range, it will strike downwards to damage anyone in front of it.
Attributes
- Name (targetname) - Name is a general attribute used to identify entities.
- Pitch Yaw Roll (Y Z X) (angles) - Sets the pitch, yaw and roll angles of the model.
- Render FX (renderfx) - Gives the model certain visual effects depending on Render Mode.
- 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.
- 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).
- FX Color (R G B) (rendercolour) - Seemingly unused.
Flags
This entity has no flags.
Notes
- * Except the Gonarch.
- The swipe deals 25 damage.
- The hitbox in terms of bumping into the tree seems to be a 60 unit square around the origin of the tree, extending upwards 188 units from the origin. Damage to the tree is based on the model's hitboxes, which can be observed in a model viewer.
- The range in which the tree swipes is 90 units forwards from the origin, 52 units wide. This area extends downwards 2 units, and 130 units upwards.
- While Pitch and Roll do affect the
xen_tree
as far as the model goes, they don't seem to affect its clipping or damage area. Stick to using the xen_tree
on flat ground.
Team Fortress Classic only
Attributes
- Angular Velocity (PYR) (avelocity)
Comments
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