env_laser
From Valve Developer Community
This is a point entity available in all Source games.
In code it is represented by class CEnvLaser, defined in EnvLaser.cpp.
Contents |
Entity Description
An entity that creates a laser beam between itself and a given target. It is somewhat similar to env_beam.
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.
RenderFXChoices:
- Render FX
<choices> - Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.
- LaserTarget
- <target_destination> Name of entity, or entities, to strike at. The target is randomly chosen if there are multiple entities matching the given name.
- renderamt
- <byte> Brightness (1 - 255).
- rendercolor
- <color255> Beam Color (R G B).
- width
- <float> The width of the laser beam, in pixels.
- NoiseAmplitude
- <integer> The amount of noise in the beam. 0 is a perfectly straight beam.
- texture
- <material> The material used to draw the laser beam. (sprites/laserbeam)
- EndSprite
- <material> If specified, this sprite will be drawn at the end of the laser beam.
- TextureScroll
- <integer> Rate at which the beam texture should scroll along the beam.
- framestart
- <float> The frame to start the beam texture on.
- damage
- <float> How much damage this laser does. per second. to things it hits.
- dissolvetype
- <choices> Dissolve Type.
Literal value Description -1 None 0 Energy 1 Heavy electrical 2 Light electrical
Flags
- 1 : Start On
- 16 : StartSparks
- 32 : EndSparks
- 64 : Decal End
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.
- TurnOn
- Turns the laser on.
- TurnOff
- Turns the laser off.
- Toggle
- Toggles the laser between on and off.
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.
