Env flare: Difference between revisions
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Note:This entity is derived from CBaseCombatCharacter and can have relationships defined towards it.
Tip:See the beginning of d2_prison_08 for an example of its use.
Spazzing K-9 (talk | contribs) (More useful input descriptions) |
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{{DISPLAYTITLE:env_flare}} | {{DISPLAYTITLE:env_flare}} | ||
[[Image:env_flare.jpg|thumb|300px|right|The beginning of d2_prison_08, as mentioned on the left.]] | [[Image:env_flare.jpg|thumb|300px|right|The beginning of {{ent|d2_prison_08}}, as mentioned on the left.]] | ||
{{hl2 point|env_flare}} | {{hl2 point|env_flare}} | ||
Revision as of 09:00, 18 July 2018

The beginning of d2_prison_08, as mentioned on the left.
Entity description
Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die, as it's mainly used in HL2 only by the Combine.
In code it is represented by class CFlare, defined in hl2_dll\weapon_flaregun.cpp.


Keyvalues
- 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.
- 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.
Flags
- 1 : No DLight
- 2 : No Smoke
- 4 : Infinite
- 8 : Start off
Inputs
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.
- Start <float >
- Starts the flare Emitting Smoke and light.
- Die <float >
- Removes the flare.
- Launch <float >
- Launch the flare forward with the specified speed.