Env fire: Difference between revisions

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m (Robot: fixing template case.)
m (Robot: fixing template case.)
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* {{i parentname}}
* {{i parentname}}


* {{i enabledisable}}
* {{I EnableDisable}}


* '''StartFire'''
* '''StartFire'''

Revision as of 19:28, 19 January 2009

Template:Wrongtitle Template:Base point While still available, it does not currently work correctly in Team Fortress 2.

env_fire on top of a pile of trash

Entity Description

Env fire.png

A 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.

Note.pngNote:env_fire doesn't create a lighting effect of any sort, you have to use a flickering light for that.

Keyvalues

  • health
<integer> Amount of time the fire will burn (in seconds).
  • firesize
<integer> Height (in world units) of the flame. The flame will get proportionally wider as it gets higher.
  • fireattack
<integer> Amount of time the fire takes to grow to full strength. Set higher to make the flame build slowly.
  • firetype
<choices> Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.
  • Normal
  • Plasma
  • ignitionpoint
<float> Amount of heat 'damage' to take before this flame should ignite.
  • damagescale
<float> Multiplier of the burn damage done by the flame. Flames damage all the time, but can be made to hurt more. This number multiplies damage by 1(so 50 = 50 damage). It hurts every second.

Flags

  • 1 : Infinite Duration
Forces the flame to burn forever (unless removed).
  • 2 : Smokeless
Just creates the flame, no smoke is given off.
  • 4 : Start On
As soon as the map loads the flame is enabled.
  • 8 : Start Full
Ignore the attack time and simply start fully built.
  • 16 : Don't Drop
The entity will not drop down to the floor when spawned (i.e. it will float mid-air where it is placed).
  • 32 : No Glow
Turns off the light the flame gives off (a flickering orange dynamic light). Makes the fire less expensive to render.
  • 128 : Delete When Out
Delete the entity all together when the flame goes out.
  • 256 : Visible from above (in all games since Half-Life 2: Episode One)
Note.pngNote: Under certain circumstances, this flag may cause the map to crash when run

Inputs

  • EnableDisable:
Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
  • StartFire
Start the fire.
  • Extinguish <float>
Puts out the fire permanently in the number of seconds specified.
  • ExtinguishTemporary <float>
Puts out the fire temporarily in the number of seconds specified.

Outputs

  • OnIgnited
Fires when the fire is first ignited.
  • OnExtinguished
Fires when the fire is fully extinguished.