Env laser: Difference between revisions

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{{wrongtitle|title=env_laser}}
env_laser


An entity that creates a laser beam between itself and a given target.
==Entity Description==
An entity that creates a laser beam between itself and a given target.  


KEYS
==Availability==
{{in game|point}} {{game-base}}
{{in code|class=CEnvLaser|file=EnvLaser.cpp}}


Name targetname <target_source> The name that other entities refer to this entity by.
==Keyvalues==
*{{kv Targetname}}
*{{kv Parentname}}
*{{kv RenderFxChoices}}
*'''LaserTarget'''
:<target_destination> Name of entity, or entities, to strike at. The target is randomly chosen if there are multiple entities matching the given name.
*'''renderamt'''
:<integer> Brightness (1 - 255).  Default: 100
*'''rendercolor'''
:<color255> Beam Color (R G B).  Default: 255 255 255
*'''width'''
:<float> The width of the laser beam, in pixels. Default: 2
*'''NoiseAmplitude'''
:<integer> The amount of noise in the beam. 0 is a perfectly straight beam. Default: 0
*'''texture'''
:<sprite> The material used to draw the laser beam. Default: sprites/laserbeam.spr
*'''EndSprite'''
:<sprite> If specified, this sprite will be drawn at the end of the laser beam.
*'''TextureScroll'''
:<integer> Rate at which the beam texture should scroll along the beam. Default: 35
*'''framestart'''
:<integer> The frame to start the beam texture on. Default: 0
*'''damage'''
:<string> How much damage this laser does. per second. to things it hits. Default: 100
*'''dissolvetype'''
:<choices> Dissolve Type. Default: "None"
:{|
! Literal value || Description
|-
| -1 || None
|-
| 0 || Energy
|-
| 1 || Heavy electrical
|-
| 2 || Light electrical
|}


Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
==Flags==
*1 : Start On
*16 : StartSparks
*32 : EndSparks
*64 : Decal End


Render FX renderfx <choices>
==Inputs==
*{{i Targetname}}
*{{i Parentname}}
*'''TurnOn'''
:Turns the laser on.
*'''TurnOff'''
:Turns the laser off.
*'''Toggle'''
:Toggles the laser between on and off.


Target of Laser LaserTarget <target_destination> Name of entity, or entities, to strike at. The target is randomly chosen if there are multiple entities matching the given name.
==Outputs==
*{{o Targetname}}


Brightness (1 - 255) renderamt <integer>
[[Category:Entities]]
 
Beam Color (R G B) rendercolor <color255>
 
Width of Beam width <float> The width of the laser beam, in pixels.
 
Amount of noise (0-255) NoiseAmplitude <integer> The amount of noise in the beam. 0 is a perfectly straight beam.
 
Sprite Name texture <sprite> The material used to draw the laser beam.
 
End Sprite EndSprite <sprite> If specified, this sprite will be drawn at the end of the laser beam.
 
Texture Scroll Rate (0-100) TextureScroll <integer> Rate at which the beam texture should scroll along the beam.
 
Starting Frame framestart <integer> The frame to start the beam texture on.
 
Damage / second damage <string> How much damage this laser does. per second. to things it hits.
 
Dissolve Type dissolvetype <choices>
 
spawnflags spawnflags <flags>
 
 
INPUTS
 
Kill Removes this entity from the world.
 
KillHierarchy Removes this entity and all its children from the world.
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
SetParent <string> Changes the entity's parent in the movement hierarchy.
 
SetParentAttachment <string> Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
 
ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
TurnOn Turns the laser on.
 
TurnOff Turns the laser off.
 
Toggle Toggles the laser between on and off.
 
 
OUTPUTS
 
OnUser1 Fired in response to FireUser1 input.
 
OnUser2 Fired in response to FireUser2 input.
 
OnUser3 Fired in response to FireUser3 input.
 
OnUser4 Fired in response to FireUser4 input.

Revision as of 21:11, 7 October 2005

Template:Wrongtitle

Entity Description

An entity that creates a laser beam between itself and a given target.

Availability

Template:In game Template:Game-base Template:In code

Keyvalues

<target_destination> Name of entity, or entities, to strike at. The target is randomly chosen if there are multiple entities matching the given name.
  • renderamt
<integer> Brightness (1 - 255). Default: 100
  • rendercolor
<color255> Beam Color (R G B). Default: 255 255 255
  • width
<float> The width of the laser beam, in pixels. Default: 2
  • NoiseAmplitude
<integer> The amount of noise in the beam. 0 is a perfectly straight beam. Default: 0
  • texture
<sprite> The material used to draw the laser beam. Default: sprites/laserbeam.spr
  • EndSprite
<sprite> If specified, this sprite will be drawn at the end of the laser beam.
  • TextureScroll
<integer> Rate at which the beam texture should scroll along the beam. Default: 35
  • framestart
<integer> The frame to start the beam texture on. Default: 0
  • damage
<string> How much damage this laser does. per second. to things it hits. Default: 100
  • dissolvetype
<choices> Dissolve Type. Default: "None"
Literal value Description
-1 None
0 Energy
1 Heavy electrical
2 Light electrical

Flags

  • 1 : Start On
  • 16 : StartSparks
  • 32 : EndSparks
  • 64 : Decal End

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • TurnOn
Turns the laser on.
  • TurnOff
Turns the laser off.
  • Toggle
Toggles the laser between on and off.

Outputs