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Firesmoke: Difference between revisions

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(Undo revision 458527 by SirYodaJedi (talk) You're not supposed to use this, literally all the keyvalues there are base entity ones, you can't set the size or anything. Also you overwrote an unrelated edit that followed mine)
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{{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}}
{{ent not in fgd}}
{{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. 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.
 
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}}. }}


{{CD|CFireSmoke|file1=fire_smoke.cpp}}
<gallery mode=packed heights=256px>
{{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.
env_fire_modern.png|The modern particle-based fire effects, used in current versions of most games.
{{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.}}
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}}


<gallery mode=packed heights=300px>
==FGD Code==
env_fire_modern.png|The modern, particle-based fire effects.
{{code|_firesmoke}} point class. In-editor sprite is based upon "classic" (pre-Orange Box) flame effect.
env_fire_classic.png|The classic, sprite-based fire effects.
{{ExpandBox|
</gallery>
<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

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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." []