Env particle beam: Difference between revisions
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Bug*:The burn trail doesn't work in current versions of the game.
Important:Original FGD uses choices for some reason, you can write and use any particle system which can work as a beam, lc_beam or hev_crystal_glow for example.
Note:If entity (that the beam ends at) is killed via Kill input - beam will not disappear, but also will not do any damage.
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{{this is a|point entity|name=env_particle_beam|game=Black Mesa}} It creates a [[particle]] beam between itself and a given target. Similar to {{ent|env_laser}}. | {{this is a|point entity|name=env_particle_beam|game=Black Mesa}} It creates a [[particle]] beam between itself and a given target. Similar to {{ent|env_laser}}. | ||
{{bug|The burn trail doesn't work in current versions of the game.}} | {{bug*|The burn trail doesn't work in current versions of the game.}} | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV|Particle Beam Name|intn=particlebeam|particlesystem|Particle system to use for the beam. | {{KV|Particle Beam Name|intn=particlebeam|particlesystem|Particle system to use for the beam. | ||
{{important|Original [[FGD]] uses choices for some reason, you can write and use any [[particle system]] which can work as a beam, {{code|lc_beam}} or {{code|hev_crystal_glow}} for example.}} | {{important|Original [[FGD]] uses choices for some reason, you can write and use any [[particle system]] which can work as a beam, {{code|lc_beam}} or {{code|hev_crystal_glow}} for example.}} | ||
Line 21: | Line 22: | ||
:*2: Fade | :*2: Fade | ||
:*3: Shrink + Fade|deprecated=1}} | :*3: Shrink + Fade|deprecated=1}} | ||
==Inputs== | ==Inputs== | ||
{{ | {{I|TurnOn|param=void|Turns beam on.}} | ||
{{ | {{I|TurnOff|param=void|Turns beam off.}} | ||
==Flags== | ==Flags== |
Revision as of 18:05, 25 September 2024
env_particle_beam
is a point entity available in Black Mesa. It creates a particle beam between itself and a given target. Similar to env_laser.

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

- Beam Target (target) <targetname>
- Entity that the beam ends at. If omitted, the entity will instead use
0 0 0
position and will not do any damage.

- Damage (damage) <float>
- The amount of damage.
- Damage Tick (damagetick) <float>
- Determines the frequency of damage.
Burn Trail Life (burntrail_life) <float>- Deprecated.
Burn trail life time.
Burn Trail Size (burntrail_size) <float>- Deprecated.
Burn trail size.
Burn Trail Textile (burntrail_text) <float>- Deprecated.
Burn trail textile.
Burn Trail Flags (burntrail_flags) <choices>- Deprecated.
Burn trail behavior.- -1: Disabled
- 0: None
- 1: Shrink
- 2: Fade
- 3: Shrink + Fade
Inputs
- TurnOn <void>
- Turns beam on.
- TurnOff <void>
- Turns beam off.
Flags
- Start on : [1]
- If checked - you will not need to turn on beam on map spawn manually.