Env explosion: Difference between revisions
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Bug:This entity will not do damage if it is parented. [todo tested in ?]
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{{ | [[File:{{PAGENAME}}.jpg|right|thumb|160px|The explosion in-game]] | ||
{{ | {{base point|env_explosion}} | ||
==Entity Description== | ==Entity Description== | ||
[[ | [[File:{{PAGENAME}}.png|left]] An [[entity]] that creates an explosion at its origin. To create an invisible explosion that moves objects within a radius, use [[env_physexplosion]]. | ||
{{bug|This entity will not do damage if it is parented.}} | {{bug|This entity will not do damage if it is parented.}} | ||
{{clr}} | |||
==Keyvalues== | == Keyvalues == | ||
{{KV|Magnitude|integer|The amount of damage done by the explosion.}} | |||
{{KV|Radius Override|integer|If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.}} | |||
{{KV|Fireball Sprite|sprite|Sprite of the fireball.}} | |||
{{KV|Render Mode|choices|Render mode of the fireball.}} | |||
:* 0 : Normal | |||
:* 4 : Solid | |||
:* 5 : Additive | |||
{{KV|Ignored Entity|target_destination|Do not harm or affect the named entity.}} | |||
{{KV|Ignored Class|integer|Do not harm or affect this class.|since=L4D}} | |||
{{KV Targetname}} | |||
{{KV Parentname}} | |||
| | |||
| | |||
{{ | |||
* '' | == Flags == | ||
: | :* 1 : No Damage | ||
:* 2 : Repeatable | |||
:* 4 : No Fireball | |||
:* 8 : No Smoke | |||
:* 16 : No Decal | |||
:* 32 : No Sparks | |||
:* 64 : No Sound | |||
:* 128 : Random Orientation | |||
:* 256 : No Fireball Smoke | |||
:* 512 : No particles | |||
:* 1024 : No DLights | |||
:* 2048 : Don't clamp Min | |||
:* 4096 : Don't clamp Max | |||
:* 8192 : Damage above surface only | |||
:* 16384 : Generic damage | |||
== | == Inputs == | ||
{{IO|Explode|Triggers the explosion.}} | |||
{{I Targetname}} | |||
{{I Parentname}} | |||
== Outputs == | |||
{{O Targetname}} |
Revision as of 01:16, 17 June 2011
Entity Description
An entity that creates an explosion at its origin. To create an invisible explosion that moves objects within a radius, use env_physexplosion.

Keyvalues
- Radius Override ([todo internal name (i)]) <integer>
- If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
- Render Mode ([todo internal name (i)]) <choices>
- Render mode of the fireball.
- 0 : Normal
- 4 : Solid
- 5 : Additive
- Ignored Entity ([todo internal name (i)]) <targetname>
- Do not harm or affect the named entity.
- Ignored Class ([todo internal name (i)]) <integer> (in all games since
)
- Do not harm or affect this class.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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.
Flags
- 1 : No Damage
- 2 : Repeatable
- 4 : No Fireball
- 8 : No Smoke
- 16 : No Decal
- 32 : No Sparks
- 64 : No Sound
- 128 : Random Orientation
- 256 : No Fireball Smoke
- 512 : No particles
- 1024 : No DLights
- 2048 : Don't clamp Min
- 4096 : Don't clamp Max
- 8192 : Damage above surface only
- 16384 : Generic damage
Inputs
- Explode
- Triggers the explosion.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.