Env fire: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Added full description, inputs and outputs, and other minor corrections.)
(Modified formatting for clarity)
Line 1: Line 1:
[[Category:Entities]]
[[Category:Entities]]
== Entity Description ==


A point entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread.
A point entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread.


== Key Values ==
== Key Values ==


'''Name''' The name that other entities refer to this entity by.
* '''Name'''
:The name that other entities refer to this entity by.


'''Parent''' The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
* '''Parent'''
:The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.


'''Start Disabled''' If Yes, It doesn't start burning until it is triggered.
* '''Start Disabled'''
:If Yes, It doesn't start burning until it is triggered.


'''Duration''' Amount of time the fire will burn (in seconds).
* '''Duration'''
:Amount of time the fire will burn (in seconds).


'''Size''' Height (in world units) of the flame. The flame will get proportionally wider as it gets higher.
* '''Size'''
:Height (in world units) of the flame. The flame will get proportionally wider as it gets higher.


'''Attack''' Amount of time the fire takes to grow to full strength. Set higher to make the flame build slowly.
* '''Attack'''
:Amount of time the fire takes to grow to full strength. Set higher to make the flame build slowly.


'''Type''' Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.
* '''Type'''
:Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.


'''Ignition Point''' Amount of heat 'damage' to take before this flame should ignite.
* '''Ignition Point'''
:Amount of heat 'damage' to take before this flame should ignite.


'''Damage Scale''' Multiplier of the burn damage done by the flame. Flames damage all the time, but can be made to hurt more. This number multiplies damage by 1(so 50 = 50 damage). It hurts every second.
* '''Damage Scale'''
:Multiplier of the burn damage done by the flame. Flames damage all the time, but can be made to hurt more. This number multiplies damage by 1(so 50 = 50 damage). It hurts every second.


== Flags ==
== Flags ==


'''Infinite Duration''' Forces the flame to burn forever (unless removed).
* '''Infinite Duration'''
:Forces the flame to burn forever (unless removed).


'''Smokeless''' Just creates the flame, no smoke is given off.
* '''Smokeless'''
:Just creates the flame, no smoke is given off.


'''Start On''' As soon as the map loads the flame is enabled.
* '''Start On'''
:As soon as the map loads the flame is enabled.


'''Start Full''' Ignore the attack time and simply start fully built.
* '''Start Full'''
:Ignore the attack time and simply start fully built.


'''Don't Drop''' The entity will not drop down to the floor when spawned (i.e. it will float mid-air where it is placed).
* '''Don't Drop'''
:The entity will not drop down to the floor when spawned (i.e. it will float mid-air where it is placed).


'''No Glow''' Turns off the light the flame gives off (a flickering orange dynamic light). Makes the fire less expensive to render.
* '''No Glow'''
:Turns off the light the flame gives off (a flickering orange dynamic light). Makes the fire less expensive to render.


'''Delete When Out''' Delete the entity all together when the flame goes out.
* '''Delete When Out'''
:Delete the entity all together when the flame goes out.


== Inputs ==
== Inputs ==


'''Kill''' Removes this entity from the world.
* '''Kill'''
:Removes this entity from the world.


'''KillHierarchy''' Removes this entity and all its children from the world.
* '''KillHierarchy'''
:Removes this entity and all its children from the world.


'''AddOutput <string>''' Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
* '''AddOutput <string>'''
:Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.


'''FireUser1''' Causes this entity's OnUser1 output to be fired.
* '''FireUser1'''
:Causes this entity's OnUser1 output to be fired.


'''FireUser2''' Causes this entity's OnUser2 output to be fired.
* '''FireUser2'''
:Causes this entity's OnUser2 output to be fired.


'''FireUser3''' Causes this entity's OnUser3 output to be fired.
* '''FireUser3'''
:Causes this entity's OnUser3 output to be fired.


'''FireUser4''' Causes this entity's OnUser4 output to be fired.
* '''FireUser4'''
:Causes this entity's OnUser4 output to be fired.


'''SetParent <string>''' Changes the entity's parent in the movement hierarchy.
* '''SetParent <string>'''
:Changes the entity's parent in the movement hierarchy.


'''SetParentAttachment <string>''' Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
* '''SetParentAttachment <string>'''
:Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.


'''ClearParent''' Removes this entity from the the movement hierarchy, leaving it free to move independently.
* '''ClearParent'''
:Removes this entity from the the movement hierarchy, leaving it free to move independently.


'''Enable''' Enable this entity.
* '''Enable'''
:Enable this entity.


'''Disable''' Disable this entity.
* '''Disable'''
:Disable this entity.


'''StartFire''' Start the fire.
* '''StartFire'''
:Start the fire.


'''Extinguish <float>''' Puts out the fire permanently in the number of seconds specified.
* '''Extinguish <float>'''
:Puts out the fire permanently in the number of seconds specified.


'''ExtinguishTemporary <float>''' Puts out the fire temporarily in the number of seconds specified.
* '''ExtinguishTemporary <float>'''
:Puts out the fire temporarily in the number of seconds specified.


== Outputs ==
== Outputs ==


'''OnUser1''' Fired in response to FireUser1 input.
* '''OnUser1'''
:Fired in response to FireUser1 input.


'''OnUser2''' Fired in response to FireUser2 input.
* '''OnUser2'''
:Fired in response to FireUser2 input.


'''OnUser3''' Fired in response to FireUser3 input.
* '''OnUser3'''
:Fired in response to FireUser3 input.


'''OnUser4''' Fired in response to FireUser4 input.
* '''OnUser4'''
:Fired in response to FireUser4 input.


'''OnIgnited''' Fires when the fire is first ignited.
* '''OnIgnited'''
:Fires when the fire is first ignited.


'''OnExtinguished''' Fires when the fire is fully extinguished.
* '''OnExtinguished'''
:Fires when the fire is fully extinguished.

Revision as of 02:01, 1 July 2005


Entity Description

A point entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread.

Key Values

  • Name
The name that other entities refer to this entity by.
  • Parent
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
  • Start Disabled
If Yes, It doesn't start burning until it is triggered.
  • Duration
Amount of time the fire will burn (in seconds).
  • Size
Height (in world units) of the flame. The flame will get proportionally wider as it gets higher.
  • Attack
Amount of time the fire takes to grow to full strength. Set higher to make the flame build slowly.
  • Type
Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.
  • Ignition Point
Amount of heat 'damage' to take before this flame should ignite.
  • Damage Scale
Multiplier of the burn damage done by the flame. Flames damage all the time, but can be made to hurt more. This number multiplies damage by 1(so 50 = 50 damage). It hurts every second.

Flags

  • Infinite Duration
Forces the flame to burn forever (unless removed).
  • Smokeless
Just creates the flame, no smoke is given off.
  • Start On
As soon as the map loads the flame is enabled.
  • Start Full
Ignore the attack time and simply start fully built.
  • Don't Drop
The entity will not drop down to the floor when spawned (i.e. it will float mid-air where it is placed).
  • No Glow
Turns off the light the flame gives off (a flickering orange dynamic light). Makes the fire less expensive to render.
  • Delete When Out
Delete the entity all together when the flame goes out.

Inputs

  • Kill
Removes this entity from the world.
  • KillHierarchy
Removes this entity and all its children from the world.
  • AddOutput <string>
Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
  • FireUser1
Causes this entity's OnUser1 output to be fired.
  • FireUser2
Causes this entity's OnUser2 output to be fired.
  • FireUser3
Causes this entity's OnUser3 output to be fired.
  • FireUser4
Causes this entity's OnUser4 output to be fired.
  • SetParent <string>
Changes the entity's parent in the movement hierarchy.
  • SetParentAttachment <string>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
  • ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • Enable
Enable this entity.
  • Disable
Disable this entity.
  • StartFire
Start the fire.
  • Extinguish <float>
Puts out the fire permanently in the number of seconds specified.
  • ExtinguishTemporary <float>
Puts out the fire temporarily in the number of seconds specified.

Outputs

  • OnUser1
Fired in response to FireUser1 input.
  • OnUser2
Fired in response to FireUser2 input.
  • OnUser3
Fired in response to FireUser3 input.
  • OnUser4
Fired in response to FireUser4 input.
  • OnIgnited
Fires when the fire is first ignited.
  • OnExtinguished
Fires when the fire is fully extinguished.