This entity allows you to create highly customisable shooters along the lines of the spikeshooter in regular Quake.
if set, will not start until triggered. Will also turn off when triggered again.
name of an entity (i.e. an info_notnull) to shoot towards. Theoretically, you could target monsters or func_trains… This is only the initial direction. If “tracking” is set, projectiles will eventually curve toward the activator.
delay between shots
delay for first shot
determines the speed of the projectile
specifies the model to use as a projectile. e.g “progs/gib.mdl”
0 = None, 1 = Vore style, 2 = Death Lord/Rocketeer style
0 = Flying, 1 = Ballistic (Explode on Impact), 2 = Bounce (noise2 sets bounce sound, duration sets fuse time)
Defaults to 1. This is the least amount of damage the projectile will cause
If set, damage will be between ‘mindamage’ and ‘maxdamage’. Maxdamage is at least mindamage
Makes this projectile explode. Higher values increase radius and damage. (Player rockets are 120 for reference)
Sets the sound to play when firing
Sets the sound to play when hitting
Sets the sound to play when bouncing (only applicable with style=2)
How long the fuse should burn before exploding
This is how much damage will be multiplied when the shooter hits func_breakables. This is so shooters can break func_breakables fast, without needed to be overpowering strong and kill the player in one shot.
Whether projectile should glow, 0 = Don’t glow, 1 = glow
String for obituary message, “was zapped by a trap” outputs “Player was zapped by a trap”
Various preset values for common projectile settings. Preset settings simply replace default settings. Can be overridden selectively.
0 – No preset
1 – Player Rockets
2 – Player Grenades
3 – Player Plasma
4 – Player Nails
5 – Player Super Nails