Env particle beam: Difference between revisions

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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}}
{{KV BaseEntity|base=1}}


==Inputs==
==Inputs==
{{IO|TurnOn|param=void|Turns beam on.}}
{{I|TurnOn|param=void|Turns beam on.}}
{{IO|TurnOff|param=void|Turns beam off.}}
{{I|TurnOff|param=void|Turns beam off.}}
{{I BaseEntity|base=1}}
 
==Outputs==
{{O BaseEntity}}


==Flags==
==Flags==

Revision as of 18:05, 25 September 2024

env_particle_beam is a point entity available in Black Mesa Black Mesa. It creates a particle beam between itself and a given target. Similar to env_laser.

Icon-Bug.pngBug*:The burn trail doesn't work in current versions of the game.

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

Particle Beam Name (particlebeam) <particlesystem>
Particle system to use for the beam.
Icon-Important.pngImportant: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.
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.
Note.pngNote:If entity (that the beam ends at) is killed via Kill input - beam will not disappear, but also will not do any damage.
Damage (damage) <float>
The amount of damage.
Damage Tick (damagetick) <float>
Determines the frequency of damage.
Burn Trail Material (burntrail) <material> Obsolete
Deprecated.
Material for burn trail to use.
Burn Trail Life (burntrail_life) <float> Obsolete
Deprecated.
Burn trail life time.
Burn Trail Size (burntrail_size) <float> Obsolete
Deprecated.
Burn trail size.
Burn Trail Textile (burntrail_text) <float> Obsolete
Deprecated.
Burn trail textile.
Burn Trail Flags (burntrail_flags) <choices> Obsolete
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.

See also