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Env laser: Difference between revisions

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m (changed the words "tf2" to the tf2 icon)
 
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[[File:Env_lasers.jpg|thumb|right|250px|Env_lasers in action.]]
{{CD|CEnvLaser|file1=EnvLaser.cpp}}
 
{{this is a|point entity|name=env_laser}} It creates a laser beam between itself and a given target. The main difference between this entity and {{ent|env_beam}} is that a laser will not travel through anything solid.
{{base point|env_laser}}
 
==Entity description==
It creates a laser beam between itself and a given target. It is somewhat similar to [[env_beam]] and not to be confused with [[env_portal_laser]]. In case an env_laser entity doesn't damage you, first make sure that the "damage per second" value is not set to zero, and then make sure the centerpoint of the env laser in hammer is not inside a brush. Also make sure that the center of the env_laser is not on the edge of a brush. In all the above cases you will not receive any damage.
 
{{tip|To move an entity very slightly so the center point doesn't intersect with the side of a wall anymore use the Ctrl+M shortcut, which opens up the transform window. Click on move, click on the desired direction (x, y or z), then fill in a value of either 0.01 or -0.01 to place the brush slightly off the grid by only a fraction. It is better to perform such subtle off-grid movements when you're done editing your map and are ready for the final compile. For the duration of your editing stick to the grid.}}
 
If your env_laser doesn't have a targetname the "start on" flag doesn't have to be set since it starts automatically. If the env_laser does have a targetname you do need the "start on" flag if you want it to work when the map spawns.
 
{{code class|CEnvLaser|EnvLaser.cpp}}


{{bug|Might not work when parented under certain conditions, use {{ent|logic_measure_movement}} or SetOrigin every tick in a [[VScript]] think function to mimic parenting.}}
{{ModernPlacementTip|In case the laser doesn't cause damage, make sure the origin is not inside anything solid.}}
{{note|If your <code>env_laser</code> doesn't have a targetname it will be automatically turned on when the map starts.}}
{{Bug|If Dissolve Types are selected it will kill any brush entities within its range upon a player touching it |only=|tested={{tf2}}}}
==Keyvalues==
==Keyvalues==
{{KV|Target of Laser|target_destination|Name of entity, or entities, to strike at. The target is randomly chosen if there are multiple entities matching the given name.}}
{{KV|Brightness (1 - 255)|integer|Beam brightness.}}
{{KV|Beam Color (R G B)|color255|Beam color.}}
{{KV|Width of Beam|float|The width of the laser beam, in pixels.}}
{{KV|Amount of noise (0-255)|integer|The amount of noise in the beam. 0 is a perfectly straight beam.}}
{{KV|Sprite Name|sprite|The material used to draw the laser beam.}}
{{KV|End Sprite|sprite|If specified, this sprite will be drawn at the end of the laser beam.}}
{{KV|Texture Scroll Rate (0-100)|integer|Rate at which the beam texture should scroll along the beam.}}
{{KV|Starting Frame|integer|The frame to start the beam texture on.}}
{{KV|Damage / second|string|How much damage this laser does. per second. to things it hits.}}
{{KV|Dissolve Type|choices|Dissolve effect type.}}
{{Note|This effect is not available in all games.}}
:* -1 : None
:* 0 : Energy
:* 1 : Heavy electrical
:* 2 : Light electrical
{{KV Targetname}}
{{KV Targetname}}
{{KV Parentname}}
{{KV|Target of Laser|intn=LaserTarget|target_destination|Name of entity, or entities, to strike at. The target is randomly chosen if there are multiple entities matching the given name.}}
{{KV|Width of Beam|intn=width|float|The width of the laser beam, in pixels.}}
{{KV|End Sprite|intn=EndSprite|sprite|If specified, this sprite will be drawn at the end of the laser beam.}}
{{KV Beam}}


==Flags==
==Flags==
* 1 : Start On
{{Fl Beam}}
* 16 : StartSparks
{{note|2, 4, 8, 128, 256, and 512 are intended for {{ent|env_beam}}. For <code>env_laser</code>, they must be added [[non-FGD features|manually]], but may not work correctly.}}
* 32 : EndSparks
* 64 : Decal End


==Inputs==
==Inputs==
{{IO|TurnOn|Turns the laser on.}}
{{I Beam}}
{{IO|TurnOff|Turns the laser off.}}
{{IO|Toggle|Toggles the laser between on and off.}}
{{I Targetname}}
{{I Parentname}}
 
==Outputs==
{{O Targetname}}


==See also==
==See also==
* [[Env_entity_dissolver]]
*{{ent|env_entity_dissolver}}

Latest revision as of 11:43, 19 August 2025

C++ Class hierarchy
CEnvLaser
CBeam
CBaseEntity
C++ EnvLaser.cpp

env_laser is a point entity available in all Source Source games. It creates a laser beam between itself and a given target. The main difference between this entity and env_beam is that a laser will not travel through anything solid.

Icon-Bug.pngBug:Might not work when parented under certain conditions, use logic_measure_movement or SetOrigin every tick in a VScript think function to mimic parenting.  [todo tested in ?]
PlacementTip.gifPlacement Tip:In case the laser doesn't cause damage, make sure the origin is not inside anything solid.
Note.pngNote:If your env_laser doesn't have a targetname it will be automatically turned on when the map starts.
Icon-Bug.pngBug:If Dissolve Types are selected it will kill any brush entities within its range upon a player touching it   (tested in: Team Fortress 2)

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

Target of Laser (LaserTarget) <targetname>
Name of entity, or entities, to strike at. The target is randomly chosen if there are multiple entities matching the given name.
Width of Beam (width) <float>
The width of the laser beam, in pixels.
End Sprite (EndSprite) <sprite>
If specified, this sprite will be drawn at the end of the laser beam.

Beam:

Note.pngNote:Beams are hardcoded in the game DLLs to always use the Additive render mode.
Brightness (1 - 255) (renderamt) <integer>
Misleading name; beam alpha. Invisible when set to 0.
Beam Color (R G B) (rendercolor) <color255>
Beam color.
Damage/second (damage) <string>
How much damage this beam does per second to things it hits when it is continually on, or instantaneously if it strikes. For continuous damage, the value should be greater than 10 or it may not work.
Note.pngNote:Damage is scaled to the difficulty setting:
  • Easy: 50%
  • Normal: 100%
  • Hard: 150%
HDR color scale (HDRColorScale) <float>
Value to multiply sprite color by when running in HDR mode.
Beam clipping (ClipStyle) <choices>
Select whether you want the beam to clip against geometry or characters.
  • 0: Do not clip (default)
  • 1: Clip to geometry
  • 2: Clip to everything solid
Dissolve Type (dissolvetype) <choices>
If this beam damages and kills something, effects to show around the object.
  • -1: None
  • 0: Energy
  • 1: Heavy Electrical
  • 2: Light Electrical
Warning.pngWarning:This keyvalue also effects the damage type:
Amount of noise (0-255) (NoiseAmplitude) <float>
The amount of noise in the beam. 0 is a perfectly straight beam, while the maximum is very jagged. Range: 0 to MAX_BEAM_NOISEAMPLITUDE.
Note.pngNote:The name says the maximum is 255, but by default the maximum value is 64. Values higher than 64 will default to 64.
Sprite Name (texture) <sprite>
The material used to draw the beam.
Texture Scroll Rate (0-100) (TextureScroll) <integer>
Rate at which the beam texture should scroll along the beam. Range: 0 to MAX_BEAM_SCROLLSPEED.
Starting Frame (framestart) <integer>
The frame to start the beam texture on.


Flags

Beam:

Start On : [1]
Starts the map with the beam turned on.
Toggle : [2]
Obsolete. Replaced by the Toggle input in the Source I/O system. Used to toggle the beam on and off.
Random Strike : [4]
When the beam has died, it will strike again randomly within the time set by Strike again time (secs).
Ring : [8]
Uses the starting and ending points as a diameter, drawing a beam ring between them instead of a straight line.
StartSparks : [16]
Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its Start Entity.
EndSparks : [32]
Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its Ending Entity.
Decal End : [64]
Places a decal scorch mark where a damaging beam hits the first solid object (world brush or entity). Refer to the Decal Name keyvalue to set the decal you wish to appear at the end of the beam.
Shade Start : [128]
The beam fades out toward its Start Entity. Overrides Shade End. Does not work on striking beams or beam rings.
Shade End : [256]
The beam fades out toward its Ending Entity. Is overridden by Shade Start. Does not work on striking beams (Life > 0) or beam rings.
Taper Out : [512]
Makes the beam taper out into a point towards its Ending Entity. Does not work on striking beams (Life > 0) or beam rings.
Temporary : [32768] !FGD
Note.pngNote:2, 4, 8, 128, 256, and 512 are intended for env_beam. For env_laser, they must be added manually, but may not work correctly.

Inputs

Beam:

TurnOn
Turns the beam on.
TurnOff
Turns the beam off.
Toggle
Toggles the beam between on and off.
Width <floatRedirectInput/float>
Set the width of the beam, in pixels.
Noise <floatRedirectInput/float> !FGD
Set how far away from the middle the beam is allowed to deviate.
Alpha <integerRedirectInput/integer>
Sets the beam's alpha (0 - 255).
Color <color255RedirectInput/color32>
Sets the beam's render color (R G B).
ColorRedValue <floatRedirectInput/float>
Sets the red color channel's value (0 - 255).
ColorGreenValue <floatRedirectInput/float>
Sets the green color channel's value (0 - 255).
ColorBlueValue <floatRedirectInput/float>
Sets the blue color channel's value (0 - 255).
ScrollSpeed <floatRedirectInput/float>
Set the scroll speed in units per second (0 - 100).

See also