Beamteam: Difference between revisions

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(Created page with "{{ent not in fgd|codeonly=1}} {{this is a|point entity|name=beamteam|game=Black Mesa}} Essentially a duplicate of {{ent|beam}}. Used by tripmines to imita...")
 
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{{ent not in fgd|codeonly=1}}
{{ent not in fgd|codeonly=1}}
{{this is a|point entity|name=beamteam|game=Black Mesa}} Essentially a duplicate of {{ent|beam}}. Used by [[grenade_tripmine|tripmines]] to imitate laser beam. Most likely it exists for the ability to set the color of the laser in [[Black Mesa: Team Deathmatch|Team Deathmatch]] and for the ability to filter players to whom tripmine reacts.
{{this is a|point entity|name=beamteam|game=Black Mesa}} Essentially a duplicate of {{ent|beam}}. Used by [[grenade_tripmine|tripmines]] to imitate laser beam. Most likely it exists for the ability to set the color of the laser in [[Black Mesa: Team Deathmatch|Team Deathmatch]] and for the ability to filter players to whom tripmine reacts.
{{important|You can't change beam color in multiplayer. You can do so only in singleplayer.}}


==Inputs==
==Inputs==

Revision as of 09:52, 16 August 2024

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it can only be configured through code.

beamteam is a point entity available in Black Mesa Black Mesa. Essentially a duplicate of beam. Used by tripmines to imitate laser beam. Most likely it exists for the ability to set the color of the laser in Team Deathmatch and for the ability to filter players to whom tripmine reacts.

Icon-Important.pngImportant:You can't change beam color in multiplayer. You can do so only in singleplayer.

Inputs

Width <floatRedirectInput/float>
Sets the beam width.
Noise <floatRedirectInput/float>
Sets the scale of noise effect.
ScrollSpeed <floatRedirectInput/float>
Sets the scroll speed.
ColorRedValue <floatRedirectInput/float>
Change the intensity of the red channel (0-255).
ColorGreenValue <floatRedirectInput/float>
Change the intensity of the green channel (0-255).
ColorBlueValue <floatRedirectInput/float>
Change the intensity of the blue channel (0-255).
SetDamageFilter <targetnameRedirectInput/string>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.


Outputs