Env flare: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(More useful input descriptions)
No edit summary
 
(15 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{DISPLAYTITLE:env_flare}}
{{LanguageBar}}
[[Image:env_flare.jpg|thumb|300px|right|The beginning of d2_prison_08, as mentioned on the left.]]
{{CD|CFlare|file1=weapon_flaregun.cpp}}
{{hl2 point|env_flare}}
[[File:env_flare.jpg|thumb|300px|right|A flare at the beginning of {{ent|d2_prison_08}}.]]
{{this is a|model entity|game=Half-Life 2 series|name=env_flare}} Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die.


==Entity description==
{{tip|To make flares like the ones seen in Episode One, create a {{ent|prop_physics}} with the model <code>props_junk/flare.mdl</code>. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One.}}
Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die, as it's mainly used in [[HL2]] only by the [[Combine]].


In code it is represented by class CFlare, defined in hl2_dll\weapon_flaregun.cpp.
{{note|<code>CFlare</code> inherits {{ent|CBaseCombatCharacter}}, so it can have [[relationships]] defined.}}


{{note|This entity is derived from CBaseCombatCharacter and can have relationships defined towards it.}}
<!-- {{stray ent|}} -->
 
{{Tip|See the beginning of ''d2_prison_08'' for an example of its use.}}


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV Targetname}}
{{KV Parentname}}
{{KV|Scale|intn=scale|float|Multiplier for the signal particle effects (not light emitted).}}
{{KV Angles}}
{{KV|Duration|intn=duration|float|deprecated=1|How long the flare is active for. Defined, but not used in code. Use the <code>Start</code> input instead.}}
{{KV|Scale|float|Size of the light signal.}}
{{KV BaseCombatCharacter}}
{{KV|Duration|float|Active time of the entity.}}


==Flags==
==Flags==
*1 : No DLight
{{fl|1|No [[dlight]] (Emit no light. Will probably look unrealistic.)}}
*2 : No Smoke
{{fl|2|No Smoke}}
*4 : Infinite
{{fl|4|Infinite (perpetually activated)}}
*8 : Start off
{{fl|8|Start off}}


==Inputs==
==Inputs==
{{I Targetname}}
{{I|Start|param=float|Make flare active for a specified number of seconds. Flare will be removed from the map after dying.}}
{{I Parentname}}
{{I|Die|param=float|Make flare fizzle out over a specified number of seconds. Once dead, it is removed from the map.}}
{{IO|Start|Starts the flare Emitting Smoke and light.|param=float}}
{{I|Launch|param=float|Launch the flare forward with the specified speed. The direction of travel is determined by the '''Pitch Yaw Roll''' keyvalue.}}
{{IO|Die|Removes the flare.|param=float}}
{{I BaseCombatCharacter}}
{{IO|Launch|Launch the flare forward with the specified speed.|param=float}}


==Outputs==
==See also==
{{O Targetname}}
* {{ent|weapon_flaregun}}


[[Category:Abstract Mapping]]
[[Category:Abstract Mapping]]
[[Category:Special effects]]
[[Category:Special effects]]
[[Category:Lighting]]
[[Category:Lighting]]

Latest revision as of 10:45, 26 June 2025

English (en)Translate (Translate)
C++ Class hierarchy
CFlare
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
C++ weapon_flaregun.cpp
A flare at the beginning of d2_prison_08.

env_flare is a model entity available in Half-Life 2 series Half-Life 2 series. Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die.

Tip.pngTip:To make flares like the ones seen in Episode One, create a prop_physics with the model props_junk/flare.mdl. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One.
Note.pngNote:CFlare inherits CBaseCombatCharacter, so it can have relationships defined.


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

Scale (scale) <float>
Multiplier for the signal particle effects (not light emitted).
Duration (duration) <float> Obsolete
Deprecated.
How long the flare is active for. Defined, but not used in code. Use the Start input instead.

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

Flags

No dlight (Emit no light. Will probably look unrealistic.) : [1]
No Smoke : [2]
Infinite (perpetually activated) : [4]
Start off : [8]

Inputs

Start <floatRedirectInput/float>
Make flare active for a specified number of seconds. Flare will be removed from the map after dying.
Die <floatRedirectInput/float>
Make flare fizzle out over a specified number of seconds. Once dead, it is removed from the map.
Launch <floatRedirectInput/float>
Launch the flare forward with the specified speed. The direction of travel is determined by the Pitch Yaw Roll keyvalue.

CBaseCombatCharacter:

KilledNPC  !FGD
Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
physdamagescale <floatRedirectInput/float>
Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.

See also