Env fire: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
Line 1: Line 1:
{{wrongtitle|title=env_fire}}
{{wrongtitle|title=env_fire}}


== Entity Description ==
==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'''
*[[Targetname]]
:The name that other entities refer to this entity by.


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


* '''Start Disabled'''
*'''health'''
:If Yes, It doesn't start burning until it is triggered.
:<integer> Amount of time the fire will burn (in seconds).


* '''Duration'''
*'''firesize'''
:Amount of time the fire will burn (in seconds).
:<integer> Height (in world units) of the flame. The flame will get proportionally wider as it gets higher.


* '''Size'''
*'''fireattack'''
:Height (in world units) of the flame. The flame will get proportionally wider as it gets higher.
:<integer> Amount of time the fire takes to grow to full strength. Set higher to make the flame build slowly.


* '''Attack'''
*'''firetype'''
:Amount of time the fire takes to grow to full strength. Set higher to make the flame build slowly.
:<choices> Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.
**Normal
**Plasma


* '''Type'''
*'''ignitionpoint'''
:Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.
:<float> Amount of heat 'damage' to take before this flame should ignite.


* '''Ignition Point'''
*'''damagescale'''
:Amount of heat 'damage' to take before this flame should ignite.
:<float> 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'''
*'''Infinite Duration'''
:Forces the flame to burn forever (unless removed).
:Forces the flame to burn forever (unless removed).


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


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


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


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


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


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


== Inputs ==
== Inputs ==


* '''Kill'''
* [[Targetname]
: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'''
* [[Parentname]]
:Causes this entity's OnUser1 output to be fired.


* '''FireUser2'''
* [[EnableDisable]]
: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'''
* '''StartFire'''
Line 106: Line 74:
== Outputs ==
== Outputs ==


* '''OnUser1'''
* [[Targetname]]
: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'''
* '''OnIgnited'''

Revision as of 19:49, 9 July 2005

Template:Wrongtitle

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

  • health
<integer> Amount of time the fire will burn (in seconds).
  • firesize
<integer> Height (in world units) of the flame. The flame will get proportionally wider as it gets higher.
  • fireattack
<integer> Amount of time the fire takes to grow to full strength. Set higher to make the flame build slowly.
  • firetype
<choices> Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.
    • Normal
    • Plasma
  • ignitionpoint
<float> Amount of heat 'damage' to take before this flame should ignite.
  • damagescale
<float> 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

  • [[Targetname]
  • 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

  • OnIgnited
Fires when the fire is first ignited.
  • OnExtinguished
Fires when the fire is fully extinguished.
  • OnCombusted
Fires when the fire in combustion.