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Env muzzleflash: Difference between revisions

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m (→‎Inputs: Substituted IO templates)
 
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==Entity Description==
{{Underlinked|date=January 2024}}
Muzzle Flash
 
{{todo|Write a better description.}}
<!-- 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|Env muzzleflash}}
{{Ent not in fgd}}
{{CD|CEnvMuzzleFlash|file1=effects.cpp}}
{{this is a|point entity|name=env_muzzleflash}} This is an entity that creates the effect of flames leaving a guns barrel when it fires. This entity is useful when making your own custom-made turrets or weapons to add a realistic flame effect. Unlike {{ent|env_gunfire}}, this does not make any bullet effects or sound.


==Keyvalues==
==Keyvalues==
* {{kv targetname}}
{{KV Targetname}}
* {{kv parentname}}
{{KV|Parent Attachment|intn=parentattachment|string|The name of an attachment on the [[parent]] to hierarchically attach to.}}
* {{kv angles}}
{{KV|Scale|intn=scale|float|Size of the muzzle flash.}}
* '''parentattachment'''
: <string> The name of an attachment on the parent to hierarchically attach to.
* '''scale'''
: <float> Size of the muzzle flash.


<!--This entity doesn't have any flags.-->
==Inputs==
==Inputs==
* {{i targetname}}
{{I|Fire|Fires the effect once.}}
* {{i parentname}}
* '''Fire'''
: Fires the effect once.
 
==Outputs==
* {{o targetname}}


[[Category:Entities]]
==FGD Code==
<syntaxhighlight lang=cpp>
@PointClass base(Targetname, Parentname, Angles) = env_muzzleflash : "Muzzle Flash"
[
parentattachment(string) : "Parent Attachment" : "" : "The name of an attachment on the parent to hierarchically attach to."
scale(float) : "Scale" : 1 : "Size of the muzzle flash."
input Fire(void) : "Fires the effect once."
]
</syntaxhighlight>

Latest revision as of 10:52, 21 April 2025

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January 2024
English (en)Translate (Translate)
Icon-NotInFGD.png
This entity is not in the Counter-Strike: SourceDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Counter-Strike: Global Offensive FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CEnvMuzzleFlash
CPointEntity
CBaseEntity
C++ effects.cpp

env_muzzleflash is a point entity available in all Source Source games. This is an entity that creates the effect of flames leaving a guns barrel when it fires. This entity is useful when making your own custom-made turrets or weapons to add a realistic flame effect. Unlike env_gunfire, this does not make any bullet effects or sound.

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

Parent Attachment (parentattachment) <string>
The name of an attachment on the parent to hierarchically attach to.
Scale (scale) <float>
Size of the muzzle flash.

Inputs

Fire
Fires the effect once.

FGD Code

@PointClass base(Targetname, Parentname, Angles) = env_muzzleflash : "Muzzle Flash" 
[
	parentattachment(string) : "Parent Attachment" : "" : "The name of an attachment on the parent to hierarchically attach to."
	scale(float) : "Scale" : 1 : "Size of the muzzle flash."
	
	input Fire(void) : "Fires the effect once."
]