Env flare: Difference between revisions
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Tip:To make flares like the ones seen in Episode One, create a prop_physics with the model
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[[ | {{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. | |||
{{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.}} | |||
{{note|<code>CFlare</code> inherits {{ent|CBaseCombatCharacter}}, so it can have [[relationships]] defined.}} | |||
{{ | {{code class|CFlare|weapon_flaregun.cpp}} | ||
==Flags== | |||
*1: No DLight (Emit no light. Will probably look unrealistic.) | |||
*2: No Smoke | |||
*4: Infinite (perpetually activated) | |||
*8: Start off | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Scale (scale)|float|Multiplier for the signal particle effects (not light emitted).}} | |||
{{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 BaseCombatCharacter}} | |||
{{KV|Scale|float| | {{KV BaseEntity|base=1}} | ||
{{KV|Duration|float| | |||
= | |||
==Inputs== | ==Inputs== | ||
{{IO|Start|param=float|Make flare active for a specified number of seconds. Flare will be removed from the map after dying.}} | |||
{{IO|Die|param=float|Make flare fizzle out over a specified number of seconds. Once dead, it is removed from the map.}} | |||
{{IO|Start | {{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 | {{I BaseCombatCharacter}} | ||
{{IO|Launch|Launch the flare forward with the specified speed.| | {{I BaseEntity|base=1}} | ||
==Outputs== | ==Outputs== | ||
{{O | {{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



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.

props_junk/flare.mdl
. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One.
CFlare
inherits CBaseCombatCharacter, so it can have relationships defined.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>- Deprecated.
How long the flare is active for. Defined, but not used in code. Use theStart
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
: HateD_FR
: FearD_LI
: LikeD_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 <float >
- Make flare active for a specified number of seconds. Flare will be removed from the map after dying.
- Die <float >
- Make flare fizzle out over a specified number of seconds. Once dead, it is removed from the map.
- Launch <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 <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.