Fire: Difference between revisions
Jump to navigation
Jump to search
Ninjaofsauce (talk | contribs) |
SirYodaJedi (talk | contribs) |
||
| (One intermediate revision by the same user not shown) | |||
| Line 14: | Line 14: | ||
* Flammable Models (QC parameters) : see [[Prop Data#Flammable Props]] and [[physgun_interactions]] (onbreak: explode_fire: Prop ignites nearby enemies when it explodes on breaking). | * Flammable Models (QC parameters) : see [[Prop Data#Flammable Props]] and [[physgun_interactions]] (onbreak: explode_fire: Prop ignites nearby enemies when it explodes on breaking). | ||
* Flammable Brushes: Only option is env_entity_igniter. Realism may vary. | * Flammable Brushes: Only option is env_entity_igniter. Realism may vary. | ||
* | * {{ent|env_entity_igniter}} - Point entity that ignites a target entity. If the target is an animating model, it will have sprite flames attached to its skeleton. Otherwise the entity will emit particle flame puffs. | ||
* | * {{ent|env_fire}} - Point entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread. | ||
* | * {{ent|env_firesensor}} - Point entity that detects changes in heat nearby. Parameters: fireradius, heatlevel, heattime. Outputs: OnHeatLevelStart, OnHeatLevelEnd. | ||
* | * {{ent|env_firesource}} -Point entity that provides heat to all nearby env_fire entities. Cannot be extinguished. | ||
* | * {{ent|physics_cannister}} - Point entity - a physically simulated gas cannister that can have its cap shot off, at which point gas will start escaping and cause the cannister to fly around. If it takes enough damage, it will explode. | ||
=Trigger Entities= | =Trigger Entities= | ||
* | *{{tf2}} {{ent|trigger_ignite}} - Brush entity to ignite the player and burn them over time. | ||
* | *{{tf2}} {{ent|trigger_ignite_arrows}} - Brush to '''Ignite Arrows'''. | ||
=Extinguishing Entities= | =Extinguishing Entities= | ||
* | *{{l4d2}} {{ent|func_extinguisher}} | ||
* | *{{tf2}} {{ent|trigger_add_tf_player_condition}} | ||
* | *{{tf2}} {{ent|trigger_remove_tf_player_condition}} | ||
=Smoke & FX= | =Smoke & FX= | ||
* | * {{ent|env_fog_controller}} - Point entity that controls air opacity (fog) in the whole map. | ||
* | * {{ent|env_smokestack}} - Point entity emits a constant stream of smoke. Place up to two {{ent|env_particlelight}}s nearby to add ambient light to only the Smokestack's particles. | ||
* | * {{ent|func_dustcloud}} - Brush entity emits a translucent dust cloud within its volume. Use the [[tool textures|trigger]] tool texture. | ||
* | * {{ent|func_dustmotes}} - Brush entity emits sparkling dust motes within its volume. | ||
* | * {{ent|func_smokevolume}} - Brush entity emits smoke particles within its volume. Use the [[tool textures|trigger]] or [[tool textures|fog]] tool texture. | ||
* | * {{ent|env_steam}} - Point entity emits a jet of steam. | ||
* | * {{ent|env_spark}} - Point entity emits sparks from its origin. | ||
* | * {{ent|env_embers}} - Brush entity volume in which to spawn fire embers. | ||
== Materials == | == Materials == | ||
{{stub|section}} | |||
[[Category:Hubs]] | [[Category:Hubs]] | ||
Latest revision as of 09:26, 28 October 2025
| Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want |
|---|
|
Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie |
Ignition Related
- Ignite()
- IgniteNumHitboxes(#)
- OnIgnite
IsOnFire()
Tutorials
Entities
Flame and Flammable Objects
- Flammable Models (QC parameters) : see Prop Data#Flammable Props and physgun_interactions (onbreak: explode_fire: Prop ignites nearby enemies when it explodes on breaking).
- Flammable Brushes: Only option is env_entity_igniter. Realism may vary.
- env_entity_igniter - Point entity that ignites a target entity. If the target is an animating model, it will have sprite flames attached to its skeleton. Otherwise the entity will emit particle flame puffs.
- env_fire - Point entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread.
- env_firesensor - Point entity that detects changes in heat nearby. Parameters: fireradius, heatlevel, heattime. Outputs: OnHeatLevelStart, OnHeatLevelEnd.
- env_firesource -Point entity that provides heat to all nearby env_fire entities. Cannot be extinguished.
- physics_cannister - Point entity - a physically simulated gas cannister that can have its cap shot off, at which point gas will start escaping and cause the cannister to fly around. If it takes enough damage, it will explode.
Trigger Entities
trigger_ignite - Brush entity to ignite the player and burn them over time.
trigger_ignite_arrows - Brush to Ignite Arrows.
Extinguishing Entities
Smoke & FX
- env_fog_controller - Point entity that controls air opacity (fog) in the whole map.
- env_smokestack - Point entity emits a constant stream of smoke. Place up to two env_particlelights nearby to add ambient light to only the Smokestack's particles.
- func_dustcloud - Brush entity emits a translucent dust cloud within its volume. Use the trigger tool texture.
- func_dustmotes - Brush entity emits sparkling dust motes within its volume.
- func_smokevolume - Brush entity emits smoke particles within its volume. Use the trigger or fog tool texture.
- env_steam - Point entity emits a jet of steam.
- env_spark - Point entity emits sparks from its origin.
- env_embers - Brush entity volume in which to spawn fire embers.