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

Firesmoke: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Shouldn't be used directly)
 
(14 intermediate revisions by 4 users not shown)
Line 1: Line 1:
<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Firesmoke}}{{ent not in fgd|nolink=1|because=it can only be configured through code. Use an {{ent|env_fire}} with damage disabled or {{ent|info_particle_system}} instead}}
{{languageBar}}
[[File:env_fire_modern.png|thumb|200px|right|The modern, particle-based fire effects.]]
{{ent not in fgd}}
[[File:env_fire_classic.png|thumb|200px|right|The classic, sprite-based fire effects.]]
{{CD|CFireSmoke|file1=fire_smoke.cpp}}
{{this is a|point entity|name=_firesmoke}} This is the group of particle effects created by an {{ent|env_fire}}, including the flames. It does no damage. If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an [[edict]]. <code>env_fire</code> does however allow much more control over the flame.
{{this is a|point entity|name=_firesmoke}} This is the group of particle effects created by an {{ent|env_fire}}, including the flames. It does no damage. The entity is not intended to be used directly, so it lacks the keyvalues from <code>env_fire</code> used to configure the flame, as these parameters are normally set through code. It is otherwise functional on its own, though.
{{note|This entity does not precache the fire assets on its own, so it won't be visible unless an env_fire exists elsewhere in the map.}}


{{CD|CFireSmoke|file1=fire_smoke.cpp}}
If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an [[edict]] (as normally this plus the source <code>env_fire</code> would be 2). That being said, an {{ent|info_particle_system}} set to display the corresponding <code>env_fire</code> particles may be a better alternative to this, as it allows choosing the size of the fire and toggling it, although this will not respect the classic effects setting in {{hl2|2}}.
 
{{important|Since {{src07}}, this entity does not precache the fire assets on its own, so it won't be visible unless at least one env_fire exists elsewhere in the map. The fire sprites ''are'' properly precached in {{src04}} and {{src06}}. }}
 
<gallery mode=packed heights=256px>
env_fire_modern.png|The modern particle-based fire effects, used in current versions of most games.
env_fire_classic.png|The classic sprite-based fire effects, used prior to {{src07|2}} and in modern HL2 if the "classic effects" setting is enabled.
</gallery>


== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}
{{KV Targetname}}
==FGD Code==
{{code|_firesmoke}} point class. In-editor sprite is based upon "classic" (pre-Orange Box) flame effect.
{{ExpandBox|
<pre>
@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) sprite("sprites/fire1.vmt") = _firesmoke : "A purely visual flame effect." []
</pre>
}}


[[Category:Source Base Entities|_]]
[[Category:Source Base Entities|_]]
[[Category:Point Entities|_]]
[[Category:Point Entities|_]]
[[Category:Entities|_]]
[[Category:Entities|_]]

Latest revision as of 10:44, 23 January 2025

English (en)Translate (Translate)
Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CFireSmoke
CBaseFire
CBaseEntity
C++ fire_smoke.cpp

_firesmoke is a point entity available in all Source Source games. This is the group of particle effects created by an env_fire, including the flames. It does no damage. The entity is not intended to be used directly, so it lacks the keyvalues from env_fire used to configure the flame, as these parameters are normally set through code. It is otherwise functional on its own, though.

If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an edict (as normally this plus the source env_fire would be 2). That being said, an info_particle_system set to display the corresponding env_fire particles may be a better alternative to this, as it allows choosing the size of the fire and toggling it, although this will not respect the classic effects setting in Half-Life 2 Half-Life 2.

Icon-Important.pngImportant:Since Source 2007, this entity does not precache the fire assets on its own, so it won't be visible unless at least one env_fire exists elsewhere in the map. The fire sprites are properly precached in Source 2004 and Source 2006.

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

FGD Code

_firesmoke point class. In-editor sprite is based upon "classic" (pre-Orange Box) flame effect.


@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) sprite("sprites/fire1.vmt") = _firesmoke : "A purely visual flame effect." []