Env fire: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
Line 5: Line 5:
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==
==Keyvalues==


*[[Targetname]]
*[[Targetname]]

Revision as of 19:50, 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.

Keyvalues

  • 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

  • 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.