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 
Note:
		
	
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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|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 BaseCombatCharacter}}  | |||
==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|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:  | [[Category:Abstract Mapping]]  | ||
[[Category:Special effects]]  | |||
[[Category:Lighting]]  | |||
Latest revision as of 09:45, 26 June 2025
| CFlare | 
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. 
parentnameortarget).
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 theStartinput 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 
dispositionare: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.