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Env quadraticbeam: Difference between revisions

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(Add bigger note about netprops, slightly better grammar and more detailed info, expand VScript example.)
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{{CD|CEnvQuadraticBeam|file1=1}}
{{CD|CEnvQuadraticBeam|file1=1}}
{{CD|C_QuadraticBeam|game=client side|base=C_BaseEntity|file1=[https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/client/c_effects.cpp#L1500 c_effects.cpp]}}
{{CD|C_QuadraticBeam|game=client side|base=C_BaseEntity|file1=[https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/client/c_effects.cpp#L1500 c_effects.cpp]}}
{{this is a|[[entity]]|name=env_quadraticbeam}} Essentially, it is a duplicate of {{ent|beam}} entity, but with ability to use quadratic equation, so it can use an arc form.
{{this is a|[[entity]]|name=env_quadraticbeam}} It is a duplicate of the {{ent|beam}} entity, but with ability to arc by using a quadratic equation.  It can be used to produce a similar effect to the {{gmod}} physics gun.  The formula used to form the curve can be found [https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/client/beamdraw.cpp#L1489 here].
{{Important|Other than <code>origin</code> and <code>color</code>, this entity has no keyvalues or inputs! Values listed under 'Fields' can only be accessed with an external plugin, or the NetProp manager found in certain [[VScript]]-supported titles ({{tf2}} and {{l4d2}}).}}


== Fields ==
== Fields ==
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{{DEFINE_FIELD|m_flWidth|FIELD_FLOAT}}
{{DEFINE_FIELD|m_flWidth|FIELD_FLOAT}}


== Notable KIO ==
== Keyvalues ==
=== KeyValues ===
{{KV|Origin|intn=origin|vector|Start point of the beam}}
{{KV|Origin|intn=origin|vector|Start point of the beam}}


=== Inputs ===
== Inputs ==
{{IO|Color|param=rgb|Changes color}}
{{IO|Color|param=rgb|Changes color}}


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== Spawning via vscript example ==
== Spawning via vscript example ==
<syntaxhighlight lang=js style="background:initial;">
<syntaxhighlight lang=js style="background:initial;">
function SpawnQuadBeam(start, end, control, color="255 0 0", model="sprites/laserbeam.spr") {
function SpawnQuadBeam(start, end, control, color="255 0 0", model="sprites/laserbeam.spr") {
    PrecacheModel(model);


     local ent = SpawnEntityFromTable("env_quadraticbeam", {
    // precache the beam sprite
        origin = start
    PrecacheModel(model)
    })
   
    // spawn the beam and set the start point
     local ent = SpawnEntityFromTable("env_quadraticbeam", { origin = start })


    // set the end point for the beam
     NetProps.SetPropVector(ent, "m_targetPosition", end)
     NetProps.SetPropVector(ent, "m_targetPosition", end)
    // set the control point for the curve
     NetProps.SetPropVector(ent, "m_controlPosition", control)
     NetProps.SetPropVector(ent, "m_controlPosition", control)
     NetProps.SetPropFloat(ent, "m_scrollRate", 2)
     NetProps.SetPropFloat(ent, "m_scrollRate", 2)
     NetProps.SetPropFloat(ent, "m_flWidth", 5)
     NetProps.SetPropFloat(ent, "m_flWidth", 5)


    // set the beam color
     DoEntFire("!self", "color", color, 0, null, ent)
     DoEntFire("!self", "color", color, 0, null, ent)


     ent.SetModel(model);
    // set the beam sprite
     ent.SetModel(model)
}
}
//Draw a beam from the players origin point to the nearest prop_dynamic in a 2048hu radius
local start_pos = GetListenServerHost().GetOrigin()
local end_pos = Entities.FindByClassnameNearest("prop_dynamic", eye_pos, 2048)
//spawn our beam with a control value of 4
SpawnQuadBeam(start_pos, end_pos, 4)
</syntaxhighlight>
</syntaxhighlight>



Revision as of 07:29, 29 August 2024

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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it is only configurable via code or vscript.
C++ Class hierarchy
CEnvQuadraticBeam
CPointEntity
CBaseEntity
C++ effects.cpp
C++ Class hierarchy
client side
C_QuadraticBeam
C_BaseEntity
C++ c_effects.cpp

env_quadraticbeam is an entity available in all Source Source games. It is a duplicate of the beam entity, but with ability to arc by using a quadratic equation. It can be used to produce a similar effect to the Garry's Mod physics gun. The formula used to form the curve can be found here.

Icon-Important.pngImportant:Other than origin and color, this entity has no keyvalues or inputs! Values listed under 'Fields' can only be accessed with an external plugin, or the NetProp manager found in certain VScript-supported titles (Team Fortress 2 and Left 4 Dead 2).

Fields

m_targetPosition <FIELD_POSITION_VECTOR>

END point

m_controlPosition <FIELD_POSITION_VECTOR>

CONTROL point (see picture)

m_scrollRate <FIELD_FLOAT>

Must be value between -4, 4

m_flWidth <FIELD_FLOAT>


Keyvalues

Origin (origin) <vector>
Start point of the beam

Inputs

Color <color255RedirectInput/color32>
Changes color
Quadraticbeam.jpg

Spawning via vscript example

function SpawnQuadBeam(start, end, control, color="255 0 0", model="sprites/laserbeam.spr") {

    // precache the beam sprite
    PrecacheModel(model)
    
    // spawn the beam and set the start point
    local ent = SpawnEntityFromTable("env_quadraticbeam", { origin = start })

    // set the end point for the beam
    NetProps.SetPropVector(ent, "m_targetPosition", end)

    // set the control point for the curve
    NetProps.SetPropVector(ent, "m_controlPosition", control)

    NetProps.SetPropFloat(ent, "m_scrollRate", 2)
    NetProps.SetPropFloat(ent, "m_flWidth", 5)

    // set the beam color
    DoEntFire("!self", "color", color, 0, null, ent)

    // set the beam sprite
    ent.SetModel(model)
}

//Draw a beam from the players origin point to the nearest prop_dynamic in a 2048hu radius
local start_pos = GetListenServerHost().GetOrigin()
local end_pos = Entities.FindByClassnameNearest("prop_dynamic", eye_pos, 2048)

//spawn our beam with a control value of 4
SpawnQuadBeam(start_pos, end_pos, 4)

See Also