Env fire: Difference between revisions

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{{wrongtitle|title=env_fire}}
[[File:env_fire.jpg|thumb|180px|right|env_fire on top of a pile of trash]]
{{base_point}}
 
While still available, it does not currently work correctly in Team Fortress 2.
{{base point|env_fire}}
[[Category:Special effects]]


{{TOC|left}}
[[Image:env_fire.jpg|thumb|300px|right|env_fire on top of a pile of trash]]{{clr}}
==Entity Description==
==Entity Description==
[[Image:{{PAGENAME}}.png|left]]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.{{clr}}
[[File:{{PAGENAME}}.png|left]]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.{{clr}}


{{note|Env_fire doesn't create a lighting effect of any sort, you have to use a flickering [[light]] for that.}}
{{note|This entity doesn't create a lighting effect of any sort, you have to use a flickering [[light]] for that.}}
{{note|Env_fire doesn't work in [[Portal]]. Please see [[Portal:Env_Fire_fix]] for more details}}
{{note|This entity doesn't work in [[Portal]]. Please see [[Portal:Env_Fire_fix]] for more details}}
{{note|While still available, it does not currently work correctly in [[Team Fortress 2]].}}


==Keyvalues==
==Keyvalues==
{{KV|Duration|integer|Amount of time the fire will burn.}}
{{KV|Size|integer|Height (in world units) of the flame.}}
{{KV|Attack|integer|Amount of time the fire takes to grow to full strength.}}
{{KV|Type|choices|Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.}}
:* 0 : Natural
:* 1 : Plasma
{{KV|Ignition Point|float|Amount of heat 'damage' to take before this flame should ignite.}}
{{KV|Damage Scale|float|Multiplier of the burn damage done by the flame.}}
{{KV Targetname}}
{{KV Parentname}}
{{KV EnableDisable}}


*{{KV Targetname}}
==Flags==
* 1 : Infinite Duration
* 2 : Smokeless
* 4 : Start On
* 8 : Start Full
* 16 : Don't drop
* 32 : No glow
* 128 : Delete when out
* 256 : Visible from above


*{{KV Parentname}}
==Inputs==
*{{KV EnableDisable}}
{{IO|StartFire|Start the fire.}}
{{IO|Extinguish|Puts out the fire permanently in the number of seconds specified.|param=float}}
{{IO|ExtinguishTemporary|Puts out the fire temporarily in the number of seconds specified.|param=float}}
{{I Targetname}}
{{I Parentname}}
{{I EnableDisable}}


*'''health'''
==Outputs==
:<integer> Amount of time the fire will burn (in seconds).
{{IO|OnIgnited|Fires when the fire is first ignited.}}
{{IO|OnExtinguished|Fires when the fire is fully extinguished.}}
{{O Targetname}}


*'''firesize'''
[[Category:Special effects]]
:<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.
 
* {{EP1 add|256 : Visible from above}}
:{{note| Under certain circumstances, this flag may cause the map to crash when run}}
 
== Inputs ==
 
* {{I Targetname}}
 
* {{I Parentname}}
 
* {{I EnableDisable}}
 
* '''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 ==
 
* {{O Targetname}}
 
* '''OnIgnited'''
:Fires when the fire is first ignited.
 
* '''OnExtinguished'''
:Fires when the fire is fully extinguished.

Revision as of 10:08, 3 June 2011

env_fire on top of a pile of trash

Template:Base point

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:This entity doesn't create a lighting effect of any sort, you have to use a flickering light for that.
Note.pngNote:This entity doesn't work in Portal. Please see Portal:Env_Fire_fix for more details
Note.pngNote:While still available, it does not currently work correctly in Team Fortress 2.

Keyvalues

Duration ([todo internal name (i)]) <integer>
Amount of time the fire will burn.
Size ([todo internal name (i)]) <integer>
Height (in world units) of the flame.
Attack ([todo internal name (i)]) <integer>
Amount of time the fire takes to grow to full strength.
Type ([todo internal name (i)]) <choices>
Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.
  • 0 : Natural
  • 1 : Plasma
Ignition Point ([todo internal name (i)]) <float>
Amount of heat 'damage' to take before this flame should ignite.
Damage Scale ([todo internal name (i)]) <float>
Multiplier of the burn damage done by the flame.
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.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Flags

  • 1 : Infinite Duration
  • 2 : Smokeless
  • 4 : Start On
  • 8 : Start Full
  • 16 : Don't drop
  • 32 : No glow
  • 128 : Delete when out
  • 256 : Visible from above

Inputs

StartFire
Start the fire.
Extinguish <floatRedirectInput/float>
Puts out the fire permanently in the number of seconds specified.
ExtinguishTemporary <floatRedirectInput/float>
Puts out the fire temporarily in the number of seconds specified.


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.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

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