Env muzzleflash: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		 

 
		
	
| m (Robot: fixing template case.) | m (→Inputs:  Substituted IO templates) | ||
| (16 intermediate revisions by 11 users not shown) | |||
| Line 1: | Line 1: | ||
| {{ | {{Underlinked|date=January 2024}} | ||
| = | <!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. --> | ||
| {{lang|Env muzzleflash}} | |||
| {{ | {{Ent not in fgd}} | ||
| {{CD|CEnvMuzzleFlash|file1=effects.cpp}} | |||
| {{this is a|point entity|name=env_muzzleflash}} This is an entity that creates the effect of flames leaving a guns barrel when it fires. This entity is useful when making your own custom-made turrets or weapons to add a realistic flame effect. Unlike {{ent|env_gunfire}}, this does not make any bullet effects or sound. | |||
| ==Keyvalues== | ==Keyvalues== | ||
| {{KV Targetname}} | |||
| {{KV|Parent Attachment|intn=parentattachment|string|The name of an attachment on the [[parent]] to hierarchically attach to.}} | |||
| {{KV|Scale|intn=scale|float|Size of the muzzle flash.}} | |||
| ==Inputs== | ==Inputs== | ||
| {{I|Fire|Fires the effect once.}} | |||
| == | ==FGD Code== | ||
| <syntaxhighlight lang=cpp> | |||
| @PointClass base(Targetname, Parentname, Angles) = env_muzzleflash : "Muzzle Flash"  | |||
| [ | |||
| 	parentattachment(string) : "Parent Attachment" : "" : "The name of an attachment on the parent to hierarchically attach to." | |||
| 	scale(float) : "Scale" : 1 : "Size of the muzzle flash." | |||
| 	input Fire(void) : "Fires the effect once." | |||
| ] | |||
| </syntaxhighlight> | |||
Latest revision as of 10:52, 21 April 2025

This article needs more  links to other articles to help
 links to other articles to help  integrate it into the encyclopedia. Please help improve this article by adding links
 integrate it into the encyclopedia. Please help improve this article by adding links  that are relevant to the context within the existing text.
 that are relevant to the context within the existing text.
January 2024
 links to other articles to help
 links to other articles to help  integrate it into the encyclopedia. Please help improve this article by adding links
 integrate it into the encyclopedia. Please help improve this article by adding links  that are relevant to the context within the existing text.
 that are relevant to the context within the existing text.January 2024

 
|  Class hierarchy | 
|---|
| CEnvMuzzleFlash | 
|  effects.cpp | 
env_muzzleflash  is a   point entity  available in all  Source games. This is an entity that creates the effect of flames leaving a guns barrel when it fires. This entity is useful when making your own custom-made turrets or weapons to add a realistic flame effect. Unlike env_gunfire, this does not make any bullet effects or sound.
 Source games. This is an entity that creates the effect of flames leaving a guns barrel when it fires. This entity is useful when making your own custom-made turrets or weapons to add a realistic flame effect. Unlike env_gunfire, this does not make any bullet effects or sound.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Parent Attachment (parentattachment) <string>
- The name of an attachment on the parent to hierarchically attach to.
- Scale (scale) <float>
- Size of the muzzle flash.
Inputs
- Fire
- Fires the effect once.
FGD Code
@PointClass base(Targetname, Parentname, Angles) = env_muzzleflash : "Muzzle Flash" 
[
	parentattachment(string) : "Parent Attachment" : "" : "The name of an attachment on the parent to hierarchically attach to."
	scale(float) : "Scale" : 1 : "Size of the muzzle flash."
	
	input Fire(void) : "Fires the effect once."
]































