env_fire
From Valve Developer Community
This is a point entity available in all Source games. While still available, it does not currently work correctly in Team Fortress 2.
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Entity Description
A point entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread.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.
EnableDisable:
- Start Disabled
<bool> - Stay dormant until activated (probably with the Enable input).
- health
- <integer> Amount of time the fire will burn (in seconds).
- firesize
- <integer> Height (in world units) of the flame. The flame will get proportionally wider as it gets higher.
- fireattack
- <integer> Amount of time the fire takes to grow to full strength. Set higher to make the flame build slowly.
- firetype
- <choices> Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.
- Normal
- Plasma
- ignitionpoint
- <float> Amount of heat 'damage' to take before this flame should ignite.
- damagescale
- <float> Multiplier of the burn damage done by the flame. Flames damage all the time, but can be made to hurt more. This number multiplies damage by 1(so 50 = 50 damage). It hurts every second.
Flags
- 1 : Infinite Duration
- Forces the flame to burn forever (unless removed).
- 2 : Smokeless
- Just creates the flame, no smoke is given off.
- 4 : Start On
- As soon as the map loads the flame is enabled.
- 8 : Start Full
- Ignore the attack time and simply start fully built.
- 16 : Don't Drop
- The entity will not drop down to the floor when spawned (i.e. it will float mid-air where it is placed).
- 32 : No Glow
- Turns off the light the flame gives off (a flickering orange dynamic light). Makes the fire less expensive to render.
- 128 : Delete When Out
- Delete the entity all together when the flame goes out.
- 256 : Visible from above
Note: Under certain circumstances, this flag may cause the map to crash when run
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; 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.
-
EnableDisable:
-
Enable -
Disable - Enable/disable this entity from performing its task. It might also disappear from view.
- StartFire
- Start the fire.
- Extinguish <float>
- Puts out the fire permanently in the number of seconds specified.
- ExtinguishTemporary <float>
- Puts out the fire temporarily in the number of seconds specified.
Outputs
-
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
- OnIgnited
- Fires when the fire is first ignited.
- OnExtinguished
- Fires when the fire is fully extinguished.

