This article's documentation is for anything that uses the Source engine. Click here for more information.

Env entity igniter: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Nesciuse moved page Env entity igniter/en to Env entity igniter without leaving a redirect: Move en subpage to basepage)
(added see also fire for related info.)
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{LanguageBar}}
{{LanguageBar}}
{{CD|CEntityFlame|file1=1}}
{{CD|CEnvEntityIgniter|file1=1|game={{l4d2|since}}}}


{{this is a|point entity|name=env_entity_igniter}} It catches a target entity on fire. If the target is an animating model, it will have flame [[sprite]]s attached to its [[skeleton]]. Otherwise the target will emit particle flame puffs.
{{This is a|point entity|name=env_entity_igniter}} It catches a target entity on fire. If the target is an animating model, it will have flame [[sprite]]s attached to its [[skeleton]]. Otherwise the target will emit particle flame puffs.


This entity may also use <code>entityflame</code> for the classname.
{{altnames|name1=entityflame|misc=See {{↓|Code}}}}


{{code class|CEntityFlame{{hl2}}{{portal}}{{tf2}}{{l4d}}|EntityFlame.cpp}}
== Keyvalues ==
{{KV Targetname}}
{{KV|Entity to ignite|intn=target|target_destination|Name of the entity to catch on fire.}}
{{KV|Lifetime in seconds|intn=lifetime|float|Duration of flames.}}


{{code class|CEnvEntityIgniter{{l4d2}}{{as}}{{portal2}}{{csgo}}|EntityFlame.cpp}}
== Inputs ==
{{I|Ignite|Ignite the target entity.}}


==Keyvalues==
== Code ==
{{KV|Entity to ignite|intn=target|target_destination|Name of the entity to catch on fire.}}
Prior to {{l4d2|2}} <kbd>env_entity_igniter</kbd> and <kbd>entityflame</kbd> are tied to the same C++ class called <code>CEntityFlame</code>. <kbd>env_entity_igniter</kbd> is the entity available in FGD for the mapper to setup target, lifetime and then fire Ignite input. After Ignite input is fired the game creates <kbd>entityflame</kbd> setting up its FlameThinker and attaching itself to the targetted entity.
{{KV|Lifetime in seconds|intn=lifetime|float|Duration of flames.}}
 
{{KV Targetname}}
Since {{l4d2|2}} the functionality exposed to mapping i.e. lifetime keyvalue and Ignite input is stripped from <code>CEntityFlame</code> and instead <code>CEnvEntityIgniter</code> is created that solely has the purpose to initiate the ignition while <kbd>entityflame</kbd> remains as <code>CEntityFlame</code> doing the burning.


==Inputs==
== See Also ==
{{IO|Ignite|Ignite the target entity.}}
[[Fire|Fire]]

Latest revision as of 06:25, 12 September 2025

English (en)中文 (zh)Translate (Translate)
C++ Class hierarchy
CEntityFlame
CBaseEntity
C++ EntityFlame.cpp
C++ Class hierarchy
(in all games since Left 4 Dead 2)
CEnvEntityIgniter
CBaseEntity
C++ EntityFlame.cpp

env_entity_igniter is a point entity available in all Source Source games. It catches a target entity on fire. If the target is an animating model, it will have flame sprites attached to its skeleton. Otherwise the target will emit particle flame puffs.

AltNames.pngAltNames: This entity is also tied to entityflame. See Code ↓

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

Entity to ignite (target) <targetname>
Name of the entity to catch on fire.
Lifetime in seconds (lifetime) <float>
Duration of flames.

Inputs

Ignite
Ignite the target entity.

Code

Prior to Left 4 Dead 2 Left 4 Dead 2 env_entity_igniter and entityflame are tied to the same C++ class called CEntityFlame. env_entity_igniter is the entity available in FGD for the mapper to setup target, lifetime and then fire Ignite input. After Ignite input is fired the game creates entityflame setting up its FlameThinker and attaching itself to the targetted entity.

Since Left 4 Dead 2 Left 4 Dead 2 the functionality exposed to mapping i.e. lifetime keyvalue and Ignite input is stripped from CEntityFlame and instead CEnvEntityIgniter is created that solely has the purpose to initiate the ignition while entityflame remains as CEntityFlame doing the burning.

See Also

Fire