Beam: Difference between revisions
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Note:Damage is scaled to the difficulty setting:
(useless for mapping purposes so I think listing kio is not relevant here) |
Gameplayer (talk | contribs) (Since when listing KIOs is irrelevant? Stop making wiki worse than it already is! You don't know who could find this info useful!) Tag: Undo |
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{{LanguageBar}} | {{LanguageBar}} | ||
{{ent not in fgd|nolink=1|because=it doesn't provide enough KIO access and | {{ent not in fgd|nolink=1|because=it doesn't provide enough KIO access and [[env_beam]] is available, but it might be of interest for [[vscript]] use}} | ||
[[File:Dog hand beams.png|300px|thumb|right|When Dog holds objects, his hand creates four <code>beam</code>s.]] | [[File:Dog hand beams.png|300px|thumb|right|When Dog holds objects, his hand creates four <code>beam</code>s.]] | ||
{{CD|CBeam|base=CBaseEntity|file1=1}} | {{CD|CBeam|base=CBaseEntity|file1=1}} | ||
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It is a base entity used by other entities to make beams or other effects, such as bubbles. The entities which use this one offer greater control over the effect. | It is a base entity used by other entities to make beams or other effects, such as bubbles. The entities which use this one offer greater control over the effect. | ||
==Keyvalues== | |||
{{KV|Damage/second|intn=damage|string|How much damage this beam does per second to things it hits when it is continually on, or instantaneously if it strikes. For continuous damage, the value should be greater than 10 or it may not work. | |||
{{note|Damage is scaled to the difficulty setting: | |||
:{{skill|50%|100%|150%}}}}}} | |||
{{KV|HDR color scale|intn=HDRColorScale|float|Value to multiply sprite color by when running in HDR mode.}} | |||
{{KV|Dissolve Type|intn=dissolvetype|choices|If this beam damages and kills something, effects to show around the object. | |||
:*-1: None | |||
:*0: Energy | |||
:*1: Heavy Electrical | |||
:*2: Light Electrical}} | |||
{{ | ==Inputs== | ||
{{IO|Width|param=float|Set the width of the beam, in pixels.}} | |||
{{IO|Noise|param=float|nofgd=1|Set how far away from the middle the beam is allowed to deviate.}} | |||
{{IO|Alpha|param=integer|Sets the beam's alpha (0 - 255).}} | |||
{{IO|Color|param=color255|Sets the beam's render color (R G B).}} | |||
{{IO|ColorRedValue|param=float|Sets the red color channel's value (0 - 255).}} | |||
{{IO|ColorGreenValue|param=float|Sets the green color channel's value (0 - 255).}} | |||
{{IO|ColorBlueValue|param=float|Sets the blue color channel's value (0 - 255).}} | |||
{{IO|ScrollSpeed|param=float|Set the scroll speed in units per second (0 - 100).}} | |||
==Flags== | |||
{{Fl Beam}} | |||
== Additional information in [[ent_text]] overlay == | |||
* start: <origin> | |||
* end: <m_vecEndPos> | |||
exact format:<pre> | |||
start: (%.2f,%.2f,%.2f)", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z | |||
end : (%.2f,%.2f,%.2f)", m_vecEndPos.GetX(), m_vecEndPos.GetY(), m_vecEndPos.GetZ() | |||
</pre> | |||
== See Also == | == See Also == |
Revision as of 00:31, 28 September 2024



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CBeam |
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beam
is a point entity available in all Source games.
It is a base entity used by other entities to make beams or other effects, such as bubbles. The entities which use this one offer greater control over the effect.
Keyvalues
- Damage/second (damage) <string>
- How much damage this beam does per second to things it hits when it is continually on, or instantaneously if it strikes. For continuous damage, the value should be greater than 10 or it may not work.

- Easy: 50%
- Normal: 100%
- Hard: 150%
- HDR color scale (HDRColorScale) <float>
- Value to multiply sprite color by when running in HDR mode.
- Dissolve Type (dissolvetype) <choices>
- If this beam damages and kills something, effects to show around the object.
- -1: None
- 0: Energy
- 1: Heavy Electrical
- 2: Light Electrical
Inputs
- Width <float >
- Set the width of the beam, in pixels.
- Alpha <integer >
- Sets the beam's alpha (0 - 255).
- Color <color255 >
- Sets the beam's render color (R G B).
- ColorRedValue <float >
- Sets the red color channel's value (0 - 255).
- ColorGreenValue <float >
- Sets the green color channel's value (0 - 255).
- ColorBlueValue <float >
- Sets the blue color channel's value (0 - 255).
- ScrollSpeed <float >
- Set the scroll speed in units per second (0 - 100).
Flags
Beam:
- Start On : [1]
- Starts the map with the beam turned on.
- Toggle : [2]
- Obsolete. Replaced by the
Toggle
input in the Source I/O system. Used to toggle the beam on and off.
- Random Strike : [4]
- When the beam has died, it will strike again randomly within the time set by Strike again time (secs).
- Ring : [8]
- Uses the starting and ending points as a diameter, drawing a beam ring between them instead of a straight line.
- StartSparks : [16]
- Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its Start Entity.
- EndSparks : [32]
- Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its Ending Entity.
- Decal End : [64]
- Places a decal scorch mark where a damaging beam hits the first solid object (world brush or entity). Refer to the Decal Name keyvalue to set the decal you wish to appear at the end of the beam.
- Shade Start : [128]
- The beam fades out toward its Start Entity. Overrides Shade End. Does not work on striking beams or beam rings.
- Shade End : [256]
- The beam fades out toward its Ending Entity. Is overridden by Shade Start. Does not work on striking beams (Life > 0) or beam rings.
- Taper Out : [512]
- Makes the beam taper out into a point towards its Ending Entity. Does not work on striking beams (Life > 0) or beam rings.
- Temporary : [32768] !FGD
Additional information in ent_text overlay
- start: <origin>
- end: <m_vecEndPos>
exact format:
start: (%.2f,%.2f,%.2f)", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z end : (%.2f,%.2f,%.2f)", m_vecEndPos.GetX(), m_vecEndPos.GetY(), m_vecEndPos.GetZ()