Env flare: Difference between revisions

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[[Image:env_flare.jpg|thumb|300px|right|The beginning of {{ent|d2_prison_08}}, as mentioned on the left.]]
{{lang|Env flare}}
{{hl2 point|env_flare}}
[[File:env_flare.jpg|thumb|300px|right|A flare at the beginning of {{ent|d2_prison_08}}.]]
{{hl2 point|env_flare}} 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.


==Entity description==
{{tip|To make flares like the ones seen in Episode One, create a {{ent|prop_physics}} with the model <code>props_junk/flare.mdl</code>. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One.}}
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.
{{note|<code>CFlare</code> inherits {{ent|CBaseCombatCharacter}}, so it can have [[relationships]] defined.}}


{{note|This entity is derived from CBaseCombatCharacter and can have relationships defined towards it.}}
{{code class|CFlare|weapon_flaregun.cpp}}


{{Tip|See the beginning of ''d2_prison_08'' for an example of its use.}}
==Flags==
*1: No DLight (Emit no light. Will probably look unrealistic.)
*2: No Smoke
*4: Infinite (perpetually activated)
*8: Start off


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV|Scale (scale)|float|Multiplier for the signal particle effects (not light emitted).}}
{{KV Parentname}}
{{KV|Duration (duration)|float|deprecated=1|How long the flare is active for. Defined, but not used in code. Use the <code>Start</code> input instead.}}
{{KV Angles}}
{{KV BaseCombatCharacter}}
{{KV|Scale|float|Size of the light signal.}}
{{KV BaseEntity|base=1}}
{{KV|Duration|float|Active time of the entity.}}
 
==Flags==
*1 : No DLight
*2 : No Smoke
*4 : Infinite
*8 : Start off


==Inputs==
==Inputs==
{{I Targetname}}
{{IO|Start|param=float|Make flare active for a specified number of seconds. Flare will be removed from the map after dying.}}
{{I Parentname}}
{{IO|Die|param=float|Make flare fizzle out over a specified number of seconds. Once dead, it is removed from the map.}}
{{IO|Start|Starts the flare Emitting Smoke and light.|param=float}}
{{IO|Launch|param=float|Launch the flare forward with the specified speed. The direction of travel is determined by the '''Pitch Yaw Roll''' keyvalue.}}
{{IO|Die|Removes the flare.|param=float}}
{{I BaseCombatCharacter}}
{{IO|Launch|Launch the flare forward with the specified speed.|param=float}}
{{I BaseEntity|base=1}}


==Outputs==
==Outputs==
{{O Targetname}}
{{O BaseEntity}}


[[Category:Abstract Mapping]]
[[Category:Abstract Mapping]]
[[Category:Special effects]]
[[Category:Special effects]]
[[Category:Lighting]]
[[Category:Lighting]]

Revision as of 19:52, 6 September 2018

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A flare at the beginning of d2_prison_08.

Template:Hl2 point 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.

Tip.pngTip:To make flares like the ones seen in Episode One, create a prop_physics with the model props_junk/flare.mdl. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One.
Note.pngNote:CFlare inherits CBaseCombatCharacter, so it can have relationships defined.
C++ In code, it is represented by theCFlareclass, defined in theweapon_flaregun.cppfile.

Flags

  • 1: No DLight (Emit no light. Will probably look unrealistic.)
  • 2: No Smoke
  • 4: Infinite (perpetually activated)
  • 8: Start off

Keyvalues

Scale (scale) ([todo internal name (i)]) <float>
Multiplier for the signal particle effects (not light emitted).
Duration (duration) ([todo internal name (i)]) <float> Obsolete
Deprecated.
How long the flare is active for. Defined, but not used in code. Use the Start input instead.

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.


Inputs

Start <floatRedirectInput/float>
Make flare active for a specified number of seconds. Flare will be removed from the map after dying.
Die <floatRedirectInput/float>
Make flare fizzle out over a specified number of seconds. Once dead, it is removed from the map.
Launch <floatRedirectInput/float>
Launch the flare forward with the specified speed. The direction of travel is determined by the Pitch Yaw Roll keyvalue.

CBaseCombatCharacter:

KilledNPC  !FGD
Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
physdamagescale <floatRedirectInput/float>
Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.


Outputs