Env smokestack: Difference between revisions

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(Replaced In code template with Code class template.)
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==Availability==
==Availability==
{{in game|point}} {{game-base}}
{{in game|point}} {{game-base}}
{{in code|class=class_c_smoke_stack.html CSmokeStack|file=smokestack_8cpp-source.html smokestack.cpp}}
 
{{Code class|CSmokeStack|[https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/server/smokestack.cpp smokestack.cpp]}}


== Keyvalues ==
== Keyvalues ==

Revision as of 03:28, 4 August 2018

Template:Base point It spits out a constant stream of smoke. You can place up to two env_particlelight entities near the smoke stack to add ambient light to its particles.

File:SmokeStack.jpg
Env_smokestack with Bubble Effect

Availability

Template:In game Template:Game-base

C++ In code, it is represented by theCSmokeStackclass, defined in thesmokestack.cppfile.

Keyvalues

Name ([todo internal name (i)]) <string>
The name that other entities refer to this entity by.
Initial State ([todo internal name (i)]) <choices>
Initial state of the entity.
  • 0 : Off
  • 1 : On
Spread at the base ([todo internal name (i)]) <integer>
Amount of random spread in the origins of the smoke particles when they're spawned.
Spread Speed ([todo internal name (i)]) <integer>
Amount of random spread in the velocity of the smoke particles after they're spawned.
Speed ([todo internal name (i)]) <integer>
The speed at which the smoke particles move after they're spawned.
Particle start size ([todo internal name (i)]) <integer>
Size of the smoke particles when they're first emitted.
Particle end size ([todo internal name (i)]) <integer>
Size of the smoke particles at the point they fade out completely.
Emission rate ([todo internal name (i)]) <integer>
Rate at which to emit smoke particles (i.e. particles to emit per second).
Length of smoke trail ([todo internal name (i)]) <integer>
Length of the smokestack. Lifetime of the smoke particles is derived from this & particle speed.
Wind X/Y Angle ([todo internal name (i)]) <integer>
This specifies the wind direction. It is an angle in the XY plane. WindSpeed specifies the strength of the wind.
Wind Speed ([todo internal name (i)]) <integer>
The strength of the wind.
Particle material ([todo internal name (i)]) <string>
Material of the smoke particles emitted by this stack.
Twist ([todo internal name (i)]) <integer>
The amount, in degrees per second, that the smoke particles twist around the origin.
Roll Speed ([todo internal name (i)]) <float>
Amount of roll in degrees per second.
Base Color (R G B) ([todo internal name (i)]) <color255>
The color of the particles.
Translucency ([todo internal name (i)]) <integer>
How much you can see through the particles.
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.

Inputs

TurnOn
Turn on the smokestack.
TurnOff
Turn off the smokestack.
Toggle
Toggles the smokestack between on and off state.
JetLength <integerRedirectInput/integer>
Set the length of the smoke trail.
Rate <integerRedirectInput/integer>
Set the rate at which to emit smoke particles (particles per second).
Speed <integerRedirectInput/integer>
Set the speed at which the smoke particles move after they're spawned.
SpreadSpeed <integerRedirectInput/integer>
Set the amount of random spread in the velocity of the smoke particles after they're spawned.
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.