This article's documentation is for anything that uses the Source engine. Click here for more information.

Env explosion: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
 
(24 intermediate revisions by 14 users not shown)
Line 1: Line 1:
{{wrongtitle|title=env_explosion}}
{{LanguageBar}}
{{base_point}}
{{this is a|point entity|name=env_explosion|sprite=1}}
<!-- 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. -->[[File:env_explosion.jpg|right|thumb|320px|The explosion in-game.]]
It creates an explosion at its origin.


==Entity Description==
{{CD|CEnvExplosion|file1=explode.cpp}}
[[Image:{{PAGENAME}}.png|left]]An entity that creates an explosion at its origin. To create an invisible explosion that moves objects within a radius, use [[env_physexplosion]].{{clr}}
 
{{bug|This entity will not do damage if it is parented.}}
{{clearleft}}


==Keyvalues==
==Keyvalues==
{{KV|Magnitude|intn=iMagnitude|integer|The amount of damage done by the explosion.}}
{{KV|Radius Override|intn=iRadiusOverride|integer|If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.}}
{{KV|Fireball Sprite|intn=fireballsprite|sprite|Sprite of the fireball.}}
{{KV|Render Mode|intn=rendermode|choices|[[Render mode]] of the fireball.
:*0: Normal
:*4: Solid
:*5: Additive}}
{{KV|Ignored Entity|intn=ignoredEntity|target_destination|Do not harm or affect the named entity.}}
{{KV|Damage Force|intn=DamageForce|float|nofgd=1|If set, use this value as a magnitude for physics force.}}
{{KV|Ignored Class|intn=ignoredClass|integer|Do not harm or affect this [[List_of_default_AI_relationships|class]] of NPC.|not={{bms}}}}
{{KV Targetname}}


* {{KV Targetname}}
==Inputs==
 
{{I|Explode|Triggers the explosion.}}
*{{KV Parentname}}
 
* '''iMagnitude'''
: <integer> The amount of damage done by the explosion.
 
* '''iRadiusOverride'''
: <integer> If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
 
* '''fireballsprite'''
: <sprite>
 
* '''rendermode'''
: <choices>
:{| class=standard-table
! Literal Value || Description
|-
| 0 || Normal
|-
| 4 || Solid
|-
| 5 || Additive
|}
 
* '''{{L4D add|ignoredEntity}}'''
: <entity name> Do not harm or affect the named entity.
 
* '''{{L4D add|ignoreClass}}'''
: <class> Do not harm or affect this class.
:{| class=standard-table
! Literal Value || Description
|-
| 0 || Ignored None?
|-
| 1 || Ignored class 1 is Survivors
|-
| 2 || ?
|-
| 3 || ?
|-
| 4 || Ignored class 4 is Infected
|}


==Flags==
==Flags==
{{fl|1|No Damage|}}
{{fl|2|Repeatable |Once the explosion has happened, the entity will not remove itself. Otherwise, it will be removed 0.3 seconds after the <code>Explode</code> input is sent (during that time it could possibly re-fire).}}
{{fl|4|No Fireball}}
<s>{{fl|8|No Smoke|No effect.}}</s>
{{fl|16|No Decal |Black scorch decal left at the explosion center.}}
<s>{{fl|32|No Sparks|No effect.}}</s>
{{fl|64|No Sound|}}
{{fl|128|Random Orientation|}}
{{fl|256|No Fireball Smoke|Fireball smoke only spawns if the fireball itself can too.}}
{{fl|512|No Particles|}}
{{fl|1024|No DLights|Works only in {{bms|4}}. This flag prevents [[newLight_Point|dynamic deferred light]] spawn once the explosion has happened.}}
{{fl|2048|Don't clamp Min |Allow much smaller fire sprites.}}
{{fl|4096|Don't clamp Max |Allow much larger fire sprites.}}
{{fl|8192|Damage above surface only |Don't do damage to the player if they are underwater.}}
{{fl|16384|Generic damage |Do <code>[[Damage_types#Damage_type_table|DMG_GENERIC]]</code> damage, as opposed to <code>DMG_BLAST</code>.}}


* 1 : No Damage
==See also==
* 2 : Repeatable
*{{ent|env_physexplosion}}
* 4 : No Fireball
* 8 : No Smoke
* 16 : No Decal
* 32 : No Sparks
* 64 : No Sound
* 128 : Random Orientation
* 256 : No Fireball Smoke
* 512 : No particles
* 1024 : No DLights
* 2048 : Don't clamp Min
* 4096 : Don't clamp Max
{{L4D add|* 8192 : Damage above surface only}}
{{L4D add|* 16384 : Generic damage}}
 
==Inputs==
 
* {{I Targetname}}
 
* {{I Parentname}}
 
* '''Explode'''
: Triggers the explosion.
 
==Outputs==
 
* {{O Targetname}}

Latest revision as of 04:44, 5 September 2025

English (en)中文 (zh)Translate (Translate)
Env explosion.png

env_explosion is a point entity available in all Source Source games.

The explosion in-game.

It creates an explosion at its origin.

C++ Class hierarchy
CEnvExplosion
CPointEntity
CBaseEntity
C++ explode.cpp

Keyvalues

Magnitude (iMagnitude) <integer>
The amount of damage done by the explosion.
Radius Override (iRadiusOverride) <integer>
If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
Fireball Sprite (fireballsprite) <sprite>
Sprite of the fireball.
Render Mode (rendermode) <choices>
Render mode of the fireball.
  • 0: Normal
  • 4: Solid
  • 5: Additive
Ignored Entity (ignoredEntity) <targetname>
Do not harm or affect the named entity.
Damage Force (DamageForce) <float> !FGD
If set, use this value as a magnitude for physics force.
Ignored Class (ignoredClass) <integer> (not in Black Mesa)
Do not harm or affect this class of NPC.
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

Inputs

Explode
Triggers the explosion.

Flags

No Damage : [1]
Repeatable  : [2]
Once the explosion has happened, the entity will not remove itself. Otherwise, it will be removed 0.3 seconds after the Explode input is sent (during that time it could possibly re-fire).
No Fireball : [4]

No Smoke : [8]
No effect.
No Decal  : [16]
Black scorch decal left at the explosion center.

No Sparks : [32]
No effect.
No Sound : [64]
Random Orientation : [128]
No Fireball Smoke : [256]
Fireball smoke only spawns if the fireball itself can too.
No Particles : [512]
No DLights : [1024]
Works only in Black Mesa Black Mesa. This flag prevents dynamic deferred light spawn once the explosion has happened.
Don't clamp Min  : [2048]
Allow much smaller fire sprites.
Don't clamp Max  : [4096]
Allow much larger fire sprites.
Damage above surface only  : [8192]
Don't do damage to the player if they are underwater.
Generic damage  : [16384]
Do DMG_GENERIC damage, as opposed to DMG_BLAST.

See also