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
Note:
Note:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
(→Inputs: |prel4d=1) |
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{{note|<code>CFlare</code> inherits {{ent|CBaseCombatCharacter}}, so it can have [[relationships]] defined.}} | {{note|<code>CFlare</code> inherits {{ent|CBaseCombatCharacter}}, so it can have [[relationships]] defined.}} | ||
{{stray ent|{{portal}}}} | |||
{{code class|CFlare|weapon_flaregun.cpp}} | {{code class|CFlare|weapon_flaregun.cpp}} | ||
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{{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|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 BaseCombatCharacter}} | ||
{{KV BaseAnimating}} | |||
{{KV BaseEntity|base=1}} | {{KV BaseEntity|base=1}} | ||
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{{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|Launch|param=float|Launch the flare forward with the specified speed. The direction of travel is determined by the '''Pitch Yaw Roll''' keyvalue.}} | ||
{{I BaseCombatCharacter}} | {{I BaseCombatCharacter}} | ||
{{I BaseAnimating}} | |||
{{I BaseEntity|base=1|prel4d=1}} | {{I BaseEntity|base=1|prel4d=1}} | ||
==Outputs== | ==Outputs== | ||
{{O BaseAnimating}} | |||
{{O BaseEntity}} | {{O BaseEntity}} | ||
Revision as of 06:20, 17 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.

Outputs
