Env muzzleflash: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Robot: fixing template case.)
m (added a better description and took it off the to-do list)
Line 2: Line 2:


==Entity Description==
==Entity Description==
Muzzle Flash
This is an entity that creates the effect of flames leaving a guns barrel when fires.
{{TODO|Write a better description.}}
This entity is useful when making your own custom-made turrets or weapons to add a realistic flame effect.


==Keyvalues==
==Keyvalues==

Revision as of 13:18, 21 April 2010

Template:Wrongtitle

Entity Description

This is an entity that creates the effect of flames leaving a guns barrel when fires. This entity is useful when making your own custom-made turrets or weapons to add a realistic flame effect.

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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
  • parentattachment
<string> The name of an attachment on the parent to hierarchically attach to.
  • scale
<float> Size of the muzzle flash.

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.
  • Fire
Fires the effect once.

Outputs