Beam: Difference between revisions
		
		
		
		
		
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 Note:Damage is scaled to the difficulty setting:
Note:Damage is scaled to the difficulty setting:
 Warning:This keyvalue also effects the damage type:
Warning:This keyvalue also effects the damage type:
		
	
| Gameplayer (talk | contribs)  (If some flags do not apply then they have to be removed. I believe I've left only those who apply.) | Ninjaofsauce (talk | contribs)  | ||
| (3 intermediate revisions by 2 users not shown) | |||
| Line 1: | Line 1: | ||
| {{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}} | ||
| [[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}}   | ||
| 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 == | ||
| Line 38: | Line 43: | ||
| * {{ent|env_beam}} | * {{ent|env_beam}} | ||
| * {{ent|env_quadraticbeam}} | * {{ent|env_quadraticbeam}} | ||
| * [[laserweapon | Making Laser Pistol ]] | |||
Latest revision as of 12:51, 15 October 2025

 

|  Class hierarchy | 
|---|
| CBeam | 
|  beam_shared.cpp | 
beam  is a   point entity  available in all  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.
 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:Damage is scaled to the difficulty setting:
Note: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:This keyvalue also effects the damage type:
Warning:This keyvalue also effects the damage type:
- None : DMG_ENERGYBEAM
- Energy : DMG_DISSOLVE (not in  ) )
- Heavy Electrical and Light Electrical: DMG_DISSOLVE and DMG_SHOCK (not in  ) )
 
Inputs
- Width <float>
- Set the width of the beam, in pixels.
- Noise <float>
- Set how far away from the middle the beam is allowed to deviate.
- Alpha <integer>
- Sets the beam's alpha (0 - 255).
- Color <color255>
- Sets the beam's render color (R G B).
- ColorRedValue <float>
- Sets the red color channel's value (0 - 255).
- ColorGreenValue <float>
- Sets the green color channel's value (0 - 255).
- ColorBlueValue <float>
- Sets the blue color channel's value (0 - 255).
- ScrollSpeed <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.



























