Env fire: Difference between revisions

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[[Category:Entities]]
== Entity Description ==
== Entity Description ==


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* '''OnExtinguished'''
* '''OnExtinguished'''
:Fires when the fire is fully extinguished.
:Fires when the fire is fully extinguished.
[[Category:Entities]]

Revision as of 02:03, 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.