point_tesla

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This is a point entity available in all Source games.

Contents

Entity Description

An entity that creates tesla lightning arcs around its origin.

Availability

This point-based entity is available in: all Source games. In code it is represented by class CTesla, defined in tesla.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.
  • m_SourceEntityName
<target_destination> If specified, tesla lightning will originate from the specified entity. Otherwise, they originate from this entity.
  • m_SoundName
<sound> Sound to be played whenever lightning is created.
  • texture
<sprite> Material to use for the tesla lightning beams. (sprites/physbeam.vmt)
  • m_Color
<color255> Color.
  • m_flRadius
<float> Radius around the origin to find a point to strike with a tesla lightning beam.
  • beamcount_min
<integer> Minimum number of tesla lightning beams to create when creating an arc.
  • beamcount_max
<integer> Maximum number of tesla lightning beams to create when creating an arc.
  • thick_min
<float> Minimum width of the tesla lightning beams.
  • thick_max
<float> Maximum width of the tesla lightning beams.
  • lifetime_min
<float> Minimum lifetime of the tesla lightning beams.
  • lifetime_max
<float> Maximum lifetime of the tesla lightning beams.
  • interval_min
<float> Minimum time delay between random arcing.
  • interval_max
<float> Maximum time delay between random arcing.

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.
  • TurnOn
Turn emitter on.
  • TurnOff
Turn emitter off.
  • DoSpark
Force a single arc.

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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