Template:KV Beam: Difference between revisions
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Note:Beams are hardcoded in the game DLLs to always use the Additive render mode.
Note:Damage is scaled to the difficulty setting:
Warning:This keyvalue also effects the damage type:
Deprecated (talk | contribs) m (Added to Keyvalue Templates category) |
Le Glaconus (talk | contribs) (Same changes as for the beam page) |
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{{minititle|Beam}} | <onlyinclude>{{minititle|Beam}} | ||
{{KV|Brightness (1 - 255) | {{note|Beams are hardcoded in the game DLLs to always use the Additive [[render mode]].}} | ||
{{KV|Beam Color (R G B) | {{KV|Brightness (1 - 255)|intn=renderamt|integer|Misleading name; beam [[alpha]]. Invisible when set to 0.}} | ||
{{KV|Damage/second | {{KV|Beam Color (R G B)|intn=rendercolor|color255|Beam color.}} | ||
{{KV|Damage/second|intn=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|Damage is scaled to the difficulty setting: | {{note|Damage is scaled to the difficulty setting: | ||
{{skill|50%|100%|150%}}}}}} | :{{skill|50%|100%|150%}}}}}} | ||
{{KV|HDR color scale | {{KV|HDR color scale|intn=HDRColorScale|float|Value to multiply sprite color by when running in HDR mode.}} | ||
{{KV|Beam clipping | {{KV|Beam clipping|intn=ClipStyle|choices|Select whether you want the beam to clip against geometry or characters. | ||
:*0: Do not clip (default) | :*0: Do not clip (default) | ||
:*1: Clip to geometry | :*1: Clip to geometry | ||
:*2: Clip to everything solid}} | :*2: Clip to everything solid}} | ||
{{KV|Dissolve Type | {{KV|Dissolve Type|intn=dissolvetype|choices|If this beam damages and kills something, effects to show around the object. | ||
:*-1: None | :*-1: None | ||
:*0: Energy | :*0: Energy | ||
:*1: Heavy Electrical | :*1: Heavy Electrical | ||
:*2: Light Electrical}} | :*2: Light Electrical | ||
{{KV|Amount of noise (0-255) | {{warning|This keyvalue also effects the damage type: | ||
:*None : [[DMG_ENERGYBEAM]] | |||
{{note|The name says the maximum is 255, but by default the maximum value is 64. Values higher than 64 will default to 64.}}}} | :*Energy : [[DMG_DISSOLVE]] {{not|{{hls}}}} | ||
{{KV|Sprite Name | :*Heavy Electrical and Light Electrical: [[DMG_DISSOLVE]] and [[DMG_SHOCK]] {{not|{{hls}}}} | ||
{{KV|Texture Scroll Rate (0-100) | }}}} | ||
{{KV|Starting Frame | {{KV|Amount of noise (0-255)|intn=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|The name says the maximum is 255, but by default the maximum value is 64. Values higher than 64 will default to 64.}}}} | ||
{{KV|Sprite Name|intn=texture|sprite|The material used to draw the beam.}} | |||
{{KV|Texture Scroll Rate (0-100)|intn=TextureScroll|integer|Rate at which the beam texture should scroll along the beam. Range: 0 to [[MAX_BEAM_SCROLLSPEED]].}} | |||
{{KV|Starting Frame|intn=framestart|integer|The frame to start the beam texture on.}} | |||
</onlyinclude> | |||
[[Category:Keyvalue Templates|Beam]] |
Latest revision as of 13:25, 30 April 2025
Beam:

- 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.

- 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

- None : DMG_ENERGYBEAM
- Energy : DMG_DISSOLVE (not in
)
- Heavy Electrical and Light Electrical: DMG_DISSOLVE and DMG_SHOCK (not in
)
- 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: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.