env_flare

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The beginning of d2_prison_08, as mentioned on the left.

Contents

Entity Description

Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die, as it's mainly used in HL2 only by the Combine.

Note:This entity is derived from CBaseCombatCharacter and can have relationships defined towards it.

See the beginning of d2_prison_08 for an example of its use.

Availability

This point-based entity is available in: HL2. In code it is represented by class CFlare, defined in hl2_dll\weapon_flaregun.cpp.

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.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • scale
<float> Scale.
  • duration
<float> Duration.

Flags

  • 1 : No DLight
  • 2 : No Smoke
  • 4 : Infinite
  • 8 : Start off

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.
  • Start <float>
Start
  • Die <float>
Die
  • Launch <float>
Launch the flare forward with the specified speed.

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.
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