Env flare: Difference between revisions
		
		
		
		
		
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 Tip:To make flares like the ones seen in Episode One, create a prop_physics with the model
Tip:To make flares like the ones seen in Episode One, create a prop_physics with the model 
 Note:
Note:
		
	
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| {{CD|CFlare|file1=weapon_flaregun.cpp}} | {{CD|CFlare|file1=weapon_flaregun.cpp}} | ||
| [[File:env_flare.jpg|thumb|300px|right|A flare at the beginning of {{ent|d2_prison_08}}.]] | [[File:env_flare.jpg|thumb|300px|right|A flare at the beginning of {{ent|d2_prison_08}}.]] | ||
| {{this is a| | {{this is a|model entity|game=Half-Life 2 series|name=env_flare}} Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die. | ||
| {{tip|To make flares like the ones seen in Episode One, create a {{ent|prop_physics}} with the model <code>props_junk/flare.mdl</code>. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One.}} | {{tip|To make flares like the ones seen in Episode One, create a {{ent|prop_physics}} with the model <code>props_junk/flare.mdl</code>. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One.}} | ||
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| {{I|Launch|param=float|Launch the flare forward with the specified speed. The direction of travel is determined by the '''Pitch Yaw Roll''' keyvalue.}} | {{I|Launch|param=float|Launch the flare forward with the specified speed. The direction of travel is determined by the '''Pitch Yaw Roll''' keyvalue.}} | ||
| {{I BaseCombatCharacter}} | {{I BaseCombatCharacter}} | ||
| ==See also== | |||
| * {{ent|weapon_flaregun}} | |||
| [[Category:Abstract Mapping]] | [[Category:Abstract Mapping]] | ||
| [[Category:Special effects]] | [[Category:Special effects]] | ||
| [[Category:Lighting]] | [[Category:Lighting]] | ||
Latest revision as of 10:45, 26 June 2025

 
|  Class hierarchy | 
|---|
| CFlare | 
|  weapon_flaregun.cpp | 
 
  A flare at the beginning of d2_prison_08.
env_flare  is a   model entity  available in  Half-Life 2 series. Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die.
 Half-Life 2 series. Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die.
 Tip:To make flares like the ones seen in Episode One, create a prop_physics with the model
Tip:To make flares like the ones seen in Episode One, create a prop_physics with the model props_junk/flare.mdl. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One. Note:
Note:CFlare inherits CBaseCombatCharacter, so it can have relationships defined.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Scale (scale) <float>
- Multiplier for the signal particle effects (not light emitted).
- Duration (duration) <float> 
- Deprecated.
 How long the flare is active for. Defined, but not used in code. Use theStartinput instead.
CBaseCombatCharacter:
- Relationship (Relationship) <string> !FGD
- <string|targetname or classname> <string|disposition> <int|rank>
- Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
- Values for dispositionare:- D_HT: Hate
- D_FR: Fear
- D_LI: Like
- D_NU: Neutral
 
- Physics Impact Damage Scale (physdamagescale) <float>
- Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Flags
- No dlight (Emit no light. Will probably look unrealistic.) : [1]
- No Smoke : [2]
- Infinite (perpetually activated) : [4]
- Start off : [8]
Inputs
- Start <float>
- Make flare active for a specified number of seconds. Flare will be removed from the map after dying.
- Die <float>
- Make flare fizzle out over a specified number of seconds. Once dead, it is removed from the map.
- Launch <float>
- Launch the flare forward with the specified speed. The direction of travel is determined by the Pitch Yaw Roll keyvalue.
CBaseCombatCharacter:
- KilledNPC !FGD
- Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
- physdamagescale <float>
- Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.























