env_explosion

From Valve Developer Community

Revision as of 02:34, 4 July 2009 by MadJack (Talk | contribs)
(diff) ← Older revision | Current revision (diff) | Newer revision → (diff)
Jump to: navigation, search

This is a point entity available in all Source games.

Contents

Entity Description

An entity that creates an explosion at its origin.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • iMagnitude
<integer> The amount of damage done by the explosion.
  • iRadiusOverride
<integer> If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
  • fireballsprite
<sprite>
  • rendermode
<choices>
Literal Value Description
0 Normal
4 Solid
5 Additive
  • ignoredEntity (New with Left 4 Dead)
<entity name> Do not harm or affect the named entity.
  • ignoreClass (New with Left 4 Dead)
<class> Do not harm or affect this class.
Literal Value Description
0 Ignored None?
1 Ignored class 1 is Survivors
2  ?
3  ?
4 Ignored class 4 is Infected

Flags

  • 1 : No Damage
  • 2 : Repeatable
  • 4 : No Fireball
  • 8 : No Smoke
  • 16 : No Decal
  • 32 : No Sparks
  • 64 : No Sound
  • 128 : Random Orientation
  • 256 : No Fireball Smoke
  • 512 : No particles
  • 1024 : No DLights
  • 2048 : Don't clamp Min
  • 4096 : Don't clamp Max
  • 8192 : Damage above surface only (New with Left 4 Dead)
  • 16384 : Generic damage (New with Left 4 Dead)

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • Explode
Triggers the explosion.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
Personal tools