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Env entity igniter: Difference between revisions

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env_entity_igniter
{{CD|CEntityFlame|file1=1}}
{{CD|CEnvEntityIgniter|file1=1|game={{l4d2|since}}}}


An entity that catches a target entity on fire. If the entity is an animating model, it will have sprite flames attached to its skeleton. Otherwise the entity will emit particle flame puffs.
{{This is a|point entity|name=env_entity_igniter}} It catches a target entity on fire. If the target is an animating model, it will have flame [[sprite]]s attached to its [[skeleton]]. Otherwise the target will emit particle flame puffs.


KEYS
{{altnames|name1=entityflame|misc=See {{↓|Code}}}}


Name targetname <target_source> The name that other entities refer to this entity by.
== Keyvalues ==
{{KV Targetname}}
{{KV|Entity to ignite|intn=target|target_destination|Name of the entity to catch on fire.}}
{{KV|Lifetime in seconds|intn=lifetime|float|Duration of flames.}}


Entity to ignite target <target_destination> Name of the entity to catch on fire.
== Inputs ==
{{I|Ignite|Ignite the target entity.}}


Lifetime in seconds lifetime <float> Duration of flames.
== Code ==
Prior to {{l4d2|2}} <kbd>env_entity_igniter</kbd> and <kbd>entityflame</kbd> are tied to the same C++ class called <code>CEntityFlame</code>. <kbd>env_entity_igniter</kbd> is the entity available in FGD for the mapper to setup target, lifetime and then fire Ignite input. After Ignite input is fired the game creates <kbd>entityflame</kbd> setting up its FlameThinker and attaching itself to the targetted entity.


 
Since {{l4d2|2}} the functionality exposed to mapping i.e. lifetime keyvalue and Ignite input is stripped from <code>CEntityFlame</code> and instead <code>CEnvEntityIgniter</code> is created that solely has the purpose to initiate the ignition while <kbd>entityflame</kbd> remains as <code>CEntityFlame</code> doing the burning.
INPUTS
 
Kill Removes this entity from the world.
 
KillHierarchy Removes this entity and all its children from the world.
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
Ignite Ignite the target entity.
 
 
OUTPUTS
 
OnUser1 Fired in response to FireUser1 input.
 
OnUser2 Fired in response to FireUser2 input.
 
OnUser3 Fired in response to FireUser3 input.
 
OnUser4 Fired in response to FireUser4 input.

Latest revision as of 06:32, 25 April 2025

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C++ Class hierarchy
CEntityFlame
CBaseEntity
C++ EntityFlame.cpp
C++ Class hierarchy
(in all games since Left 4 Dead 2)
CEnvEntityIgniter
CBaseEntity
C++ EntityFlame.cpp

env_entity_igniter is a point entity available in all Source Source games. It catches a target entity on fire. If the target is an animating model, it will have flame sprites attached to its skeleton. Otherwise the target will emit particle flame puffs.

AltNames.pngAltNames: This entity is also tied to entityflame. See Code ↓

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Entity to ignite (target) <targetname>
Name of the entity to catch on fire.
Lifetime in seconds (lifetime) <float>
Duration of flames.

Inputs

Ignite
Ignite the target entity.

Code

Prior to Left 4 Dead 2 Left 4 Dead 2 env_entity_igniter and entityflame are tied to the same C++ class called CEntityFlame. env_entity_igniter is the entity available in FGD for the mapper to setup target, lifetime and then fire Ignite input. After Ignite input is fired the game creates entityflame setting up its FlameThinker and attaching itself to the targetted entity.

Since Left 4 Dead 2 Left 4 Dead 2 the functionality exposed to mapping i.e. lifetime keyvalue and Ignite input is stripped from CEntityFlame and instead CEnvEntityIgniter is created that solely has the purpose to initiate the ignition while entityflame remains as CEntityFlame doing the burning.