Env flare: Difference between revisions
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Tip:To make flares like the ones seen in Episode One, create a prop_physics with the model
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Spazzing K-9 (talk | contribs) (More useful input descriptions) |
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{{ | {{LanguageBar}} | ||
[[ | {{CD|CFlare|file1=weapon_flaregun.cpp}} | ||
{{ | [[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. | |||
{{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.}} | |||
{{note|<code>CFlare</code> inherits {{ent|CBaseCombatCharacter}}, so it can have [[relationships]] defined.}} | |||
{{ | <!-- {{stray ent|}} --> | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV|Scale|intn=scale|float|Multiplier for the signal particle effects (not light emitted).}} | |||
{{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| | {{KV BaseCombatCharacter}} | ||
{{KV|Duration|float| | |||
==Flags== | ==Flags== | ||
{{fl|1|No [[dlight]] (Emit no light. Will probably look unrealistic.)}} | |||
{{fl|2|No Smoke}} | |||
{{fl|4|Infinite (perpetually activated)}} | |||
{{fl|8|Start off}} | |||
==Inputs== | ==Inputs== | ||
{{I | {{I|Start|param=float|Make flare active for a specified number of seconds. Flare will be removed from the map after dying.}} | ||
{{I|Die|param=float|Make flare fizzle out over a specified number of seconds. Once dead, it is removed from the map.}} | |||
{{I|Launch|param=float|Launch the flare forward with the specified speed. The direction of travel is determined by the '''Pitch Yaw Roll''' keyvalue.}} | |||
{{ | {{I BaseCombatCharacter}} | ||
{{ | |||
== | ==See also== | ||
{{ | * {{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


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CFlare |
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A flare at the beginning of d2_prison_08.
env_flare
is a model entity available in 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.

props_junk/flare.mdl
. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One.
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
ortarget
).
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>- Deprecated.
How long the flare is active for. Defined, but not used in code. Use theStart
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
: HateD_FR
: FearD_LI
: LikeD_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 <float >
- Make flare active for a specified number of seconds. Flare will be removed from the map after dying.
- Die <float >
- Make flare fizzle out over a specified number of seconds. Once dead, it is removed from the map.
- Launch <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 <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.