Firesmoke: Difference between revisions
(Compromise. It now uses the new fire images and explains why you shouldn't use the entity but still includes FGD code for people who really want it) |
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{{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}}. }} | {{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= | <gallery mode=packed heights=256px> | ||
env_fire_modern.png|The modern particle-based fire effects, used in current versions of most games. | 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. | 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. | ||
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==FGD Code== | ==FGD Code== | ||
_firesmoke point class. In-editor sprite is based upon "classic" (pre-Orange Box) flame effect. | {{code|_firesmoke}} point class. In-editor sprite is based upon "classic" (pre-Orange Box) flame effect. | ||
{{ExpandBox| | {{ExpandBox| | ||
<pre> | <pre> |
Latest revision as of 10:44, 23 January 2025


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CFireSmoke |
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_firesmoke
is a point entity available in all 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.




The classic sprite-based fire effects, used prior to
Source 2007 and in modern HL2 if the "classic effects" setting is enabled.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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." []