Env fire

From Valve Developer Community

This point-based entity is available in all Source games.

Table of contents
env_fire on top of a pile of trash
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env_fire on top of a pile of trash

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.
Image:note.png Note: env_fire doesn't create a lighting effect of any sort, you have to use a flickering light for that.

Keyvalues

Defines the name that other entities refer to this entity by.
  • hammerid [Episode Two Update]
<integer readonly> This id is used for debugging purposes in Hammer.
Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities move with their Parent.
  • StartDisabled
<boolean>
  • 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 [Episode One Update]
Image:note.png Note: Under certain circumstances, this flag may cause the map to crash when run

Inputs

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Changes the entity's parent in the movement hierarchy.
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
Removes this entity from its current movement hierarchy.
  • Enable
Enable this entity.
  • Disable
Disable this entity.
  • 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

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • OnIgnited
Fires when the fire is first ignited.
  • OnExtinguished
Fires when the fire is fully extinguished.