Env fire: Difference between revisions
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Note:env_fire doesn't create a lighting effect of any sort, you have to use a flickering light for that.
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== Flags == | == Flags == | ||
* | *1 : Infinite Duration | ||
:Forces the flame to burn forever (unless removed). | :Forces the flame to burn forever (unless removed). | ||
* | *2 : Smokeless | ||
:Just creates the flame, no smoke is given off. | :Just creates the flame, no smoke is given off. | ||
* | *4 : Start On | ||
:As soon as the map loads the flame is enabled. | :As soon as the map loads the flame is enabled. | ||
* | *8 : Start Full | ||
:Ignore the attack time and simply start fully built. | :Ignore the attack time and simply start fully built. | ||
* | *16 : 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). | ||
* | *32 : 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. | ||
* | *128 : Delete When Out | ||
:Delete the entity all together when the flame goes out. | :Delete the entity all together when the flame goes out. | ||
* {{ep1 add|256 : Visible from above}} | |||
== Inputs == | == Inputs == |
Revision as of 12:39, 5 August 2006
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
- 1 : Infinite Duration
- Forces the flame to burn forever (unless removed).
- 2 : Smokeless
- Just creates the flame, no smoke is given off.
- 4 : Start On
- As soon as the map loads the flame is enabled.
- 8 : Start Full
- Ignore the attack time and simply start fully built.
- 16 : 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).
- 32 : No Glow
- Turns off the light the flame gives off (a flickering orange dynamic light). Makes the fire less expensive to render.
- 128 : 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.