Env flare: Difference between revisions

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m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
(-added class hierarchy, cleanup)
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{{Underlinked|date=January 2024}}
{{lang|Env flare}}
{{lang|Env flare}}[[File:env_flare.jpg|thumb|300px|right|A flare at the beginning of {{ent|d2_prison_08}}.]]
{{CD|CFlare|weapon_flaregun.cpp}}
[[File:env_flare.jpg|thumb|300px|right|A flare at the beginning of {{ent|d2_prison_08}}.]]
{{this is a|point entity|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|name=env_flare}} Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die.
{{this is a|point entity|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|name=env_flare}} Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die.


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{{note|<code>CFlare</code> inherits {{ent|CBaseCombatCharacter}}, so it can have [[relationships]] defined.}}
{{note|<code>CFlare</code> inherits {{ent|CBaseCombatCharacter}}, so it can have [[relationships]] defined.}}


{{stray ent|}}
<!-- {{stray ent|}} -->


{{code class|CFlare|weapon_flaregun.cpp}}
==Keyvalues==
{{KV Targetname}}
{{KV|Scale|intn=scale|float|Multiplier for the signal particle effects (not light emitted).}}
{{KV|Duration|intn=duration|float|deprecated=1|How long the flare is active for. Defined, but not used in code. Use the <code>Start</code> input instead.}}
{{KV BaseCombatCharacter}}


==Flags==
==Flags==
*1: No [[dlight]] (Emit no light. Will probably look unrealistic.)
{{fl|1|No [[dlight]] (Emit no light. Will probably look unrealistic.)}}
*2: No Smoke
{{fl|2|No Smoke}}
*4: Infinite (perpetually activated)
{{fl|4|Infinite (perpetually activated)}}
*8: Start off
{{fl|8|Start off}}
 
==Keyvalues==
{{KV|Scale (scale)|float|Multiplier for the signal particle effects (not light emitted).}}
{{KV|Duration (duration)|float|deprecated=1|How long the flare is active for. Defined, but not used in code. Use the <code>Start</code> input instead.}}
{{KV BaseCombatCharacter}}
{{KV BaseAnimating}}
{{KV BaseEntity|base=1}}


==Inputs==
==Inputs==
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{{IO|Launch|param=float|Launch the flare forward with the specified speed. The direction of travel is determined by the '''Pitch Yaw Roll''' keyvalue.}}
{{IO|Launch|param=float|Launch the flare forward with the specified speed. The direction of travel is determined by the '''Pitch Yaw Roll''' keyvalue.}}
{{I BaseCombatCharacter}}
{{I BaseCombatCharacter}}
{{I BaseAnimating}}
{{I BaseEntity|base=1|prel4d=1}}
==Outputs==
{{O BaseAnimating}}
{{O BaseEntity}}


[[Category:Abstract Mapping]]
[[Category:Abstract Mapping]]
[[Category:Special effects]]
[[Category:Special effects]]
[[Category:Lighting]]
[[Category:Lighting]]

Revision as of 17:37, 30 June 2024

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C++ Class hierarchy
CFlare
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
A flare at the beginning of d2_prison_08.

env_flare is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, and Half-Life 2: Deathmatch Half-Life 2: Deathmatch. Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die.

Tip.pngTip:To make flares like the ones seen in Episode One, create a prop_physics with the model props_junk/flare.mdl. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One.
Note.pngNote:CFlare inherits CBaseCombatCharacter, so it can have relationships defined.


Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Scale (scale) <float>
Multiplier for the signal particle effects (not light emitted).
Duration (duration) <float> Obsolete
Deprecated.
How long the flare is active for. Defined, but not used in code. Use the Start input instead.

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

Flags

No dlight (Emit no light. Will probably look unrealistic.) : [1]
No Smoke : [2]
Infinite (perpetually activated) : [4]
Start off : [8]

Inputs

Start <floatRedirectInput/float>
Make flare active for a specified number of seconds. Flare will be removed from the map after dying.
Die <floatRedirectInput/float>
Make flare fizzle out over a specified number of seconds. Once dead, it is removed from the map.
Launch <floatRedirectInput/float>
Launch the flare forward with the specified speed. The direction of travel is determined by the Pitch Yaw Roll keyvalue.

CBaseCombatCharacter:

KilledNPC  !FGD
Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
physdamagescale <floatRedirectInput/float>
Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.