Template:KV Beam: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Created page with "{{minititle|Beam}} {{KV|Brightness (1 - 255) (renderamt)|integer|Misleading name; beam alpha. Invisible when set to 0.}} {{KV|Beam Color (R G B) (rendercolor)|color255|Bea...")
 
(both CBeam inheritors have these keyvalues in common, despite being defined separately. (yes, two sole inheritors. kinda weird))
Line 15: Line 15:
:*1: Heavy Electrical
:*1: Heavy Electrical
:*2: Light Electrical}}
:*2: Light Electrical}}
{{KV|Amount of noise (0-255) (NoiseAmplitude)|float|The amount of noise in the beam. 0 is a perfectly straight beam, while the maximum is very jagged. Range: 0 to [[MAX_BEAM_NOISEAMPLITUDE]].
{{note|The name says the maximum is 255, but by default the maximum value is 64. Values higher than 64 will default to 64.}}}}
{{KV|Sprite Name (texture)|sprite|The material used to draw the beam.}}
{{KV|Texture Scroll Rate (0-100) (TextureScroll)|integer|Rate at which the beam texture should scroll along the beam. Range: 0 to [[MAX_BEAM_SCROLLSPEED]].}}
{{KV|Starting Frame (framestart)|integer|The frame to start the beam texture on.}}

Revision as of 16:05, 28 September 2018

Beam:

Brightness (1 - 255) (renderamt) ([todo internal name (i)]) <integer>
Misleading name; beam alpha. Invisible when set to 0.
Beam Color (R G B) (rendercolor) ([todo internal name (i)]) <color255>
Beam color.
Damage/second (damage) ([todo internal name (i)]) <string>
How much damage this beam does per second to things it hits when it is continually on, or instantaneously if it strikes. For continuous damage, the value should be greater than 10 or it may not work.
Note.pngNote:Damage is scaled to the difficulty setting:
  • Easy: 50%
  • Normal: 100%
  • Hard: 150%
HDR color scale (HDRColorScale) ([todo internal name (i)]) <float>
Value to multiply sprite color by when running in HDR mode.
Beam clipping (ClipStyle) ([todo internal name (i)]) <choices>
Select whether you want the beam to clip against geometry or characters.
  • 0: Do not clip (default)
  • 1: Clip to geometry
  • 2: Clip to everything solid
Dissolve Type (dissolvetype) ([todo internal name (i)]) <choices>
If this beam damages and kills something, effects to show around the object.
  • -1: None
  • 0: Energy
  • 1: Heavy Electrical
  • 2: Light Electrical
Amount of noise (0-255) (NoiseAmplitude) ([todo internal name (i)]) <float>
The amount of noise in the beam. 0 is a perfectly straight beam, while the maximum is very jagged. Range: 0 to MAX_BEAM_NOISEAMPLITUDE.
Note.pngNote:The name says the maximum is 255, but by default the maximum value is 64. Values higher than 64 will default to 64.
Sprite Name (texture) ([todo internal name (i)]) <sprite>
The material used to draw the beam.
Texture Scroll Rate (0-100) (TextureScroll) ([todo internal name (i)]) <integer>
Rate at which the beam texture should scroll along the beam. Range: 0 to MAX_BEAM_SCROLLSPEED.
Starting Frame (framestart) ([todo internal name (i)]) <integer>
The frame to start the beam texture on.