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(Removed redirect to CBeam)
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{{LanguageBar}}
{{LanguageBar}}
{{ent not in fgd|nolink=1|because=it doesn't provide enough KIO access and [[env_beam]] is available, but it might be of interest for [[vscript]] use}}
{{Ent not in fgd|nolink=1|because=it doesn't provide enough KIO access and [[env_beam]] is available, but it might be of interest for [[vscript]] use}}
[[File:Dog hand beams.png|300px|thumb|right|When Dog holds objects, his hand creates four <code>beam</code>s.]]
[[File:Dog hand beams.png|300px|thumb|right|When Dog holds objects, his hand creates four <code>beam</code>s.]]
{{CD|CBeam|base=CBaseEntity|file1=1}}
{{CD|CBeam|base=CBaseEntity|file1=1}}
{{this is a|point entity|name=beam}}  
{{This is a|point entity|name=beam}}  
It is a base entity used by other entities to make beams or other effects, such as bubbles. The entities which use this one offer greater control over the effect.
It is a base entity used by other entities to make beams or other effects, such as bubbles. The entities which use this one offer greater control over the effect.


Line 15: Line 15:
:*0: Energy
:*0: Energy
:*1: Heavy Electrical
:*1: Heavy Electrical
:*2: Light Electrical}}
:*2: Light Electrical
{{warning|This keyvalue also effects the damage type:
:*None : [[DMG_ENERGYBEAM]]
:*Energy : [[DMG_DISSOLVE]] {{not|{{hls}}}}
:*Heavy Electrical and Light Electrical: [[DMG_DISSOLVE]] and [[DMG_SHOCK]] {{not|{{hls}}}}
}}}}


==Inputs==
== Inputs ==
{{IO|Width|param=float|Set the width of the beam, in pixels.}}
{{I|Width|param=float|Set the width of the beam, in pixels.}}
{{IO|Noise|param=float|nofgd=1|Set how far away from the middle the beam is allowed to deviate.}}
{{I|Noise|param=float|Set how far away from the middle the beam is allowed to deviate.}}
{{IO|Alpha|param=integer|Sets the beam's alpha (0 - 255).}}
{{I|Alpha|param=integer|Sets the beam's alpha (0 - 255).}}
{{IO|Color|param=color255|Sets the beam's render color (R G B).}}
{{I|Color|param=color255|Sets the beam's render color (R G B).}}
{{IO|ColorRedValue|param=float|Sets the red color channel's value (0 - 255).}}
{{I|ColorRedValue|param=float|Sets the red color channel's value (0 - 255).}}
{{IO|ColorGreenValue|param=float|Sets the green color channel's value (0 - 255).}}
{{I|ColorGreenValue|param=float|Sets the green color channel's value (0 - 255).}}
{{IO|ColorBlueValue|param=float|Sets the blue color channel's value (0 - 255).}}
{{I|ColorBlueValue|param=float|Sets the blue color channel's value (0 - 255).}}
{{IO|ScrollSpeed|param=float|Set the scroll speed in units per second (0 - 100).}}
{{I|ScrollSpeed|param=float|Set the scroll speed in units per second (0 - 100).}}


==Flags==
==Flags==
{{Fl Beam}}
{{fl|16|StartSparks|Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its '''Start Entity'''.}}
 
{{fl|32|EndSparks|Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its '''Ending Entity'''.}}
== Additional information in [[ent_text]] overlay ==
{{fl|64|Decal End|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.}}
* start: <origin>
* end: <m_vecEndPos>
 
exact format:<pre>
start: (%.2f,%.2f,%.2f)", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z
end : (%.2f,%.2f,%.2f)", m_vecEndPos.GetX(), m_vecEndPos.GetY(), m_vecEndPos.GetZ()
</pre>


== See Also ==
== See Also ==

Latest revision as of 17:30, 22 May 2025

English (en)Translate (Translate)
Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it doesn't provide enough KIO access and env_beam is available, but it might be of interest for vscript use.
When Dog holds objects, his hand creates four beams.
C++ Class hierarchy
CBeam
CBaseEntity
C++ beam_shared.cpp

beam is a point entity available in all Source Source games. It is a base entity used by other entities to make beams or other effects, such as bubbles. The entities which use this one offer greater control over the effect.

Keyvalues

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.
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:

Inputs

Width <floatRedirectInput/float>
Set the width of the beam, in pixels.
Noise <floatRedirectInput/float>
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).

Flags

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.

See Also