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Firesmoke: Difference between revisions

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(Undo revision 458527 by SirYodaJedi (talk) You're not supposed to use this, literally all the keyvalues there are base entity ones, you can't set the size or anything. Also you overwrote an unrelated edit that followed mine)
Tags: Undo Reverted
(Specify where the 2 different effects are used)
Tag: Reverted
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<gallery mode=packed heights=300px>
<gallery mode=packed heights=300px>
env_fire_modern.png|The modern, particle-based fire effects.
env_fire_modern.png|The modern particle-based fire effects, used in current versions of most games.
env_fire_classic.png|The classic, sprite-based fire effects.
env_fire_classic.png|The classic sprite-based fire effects, used prior to the Orange Box and in modern HL2 if the "classic effects" setting is enabled.
</gallery>
</gallery>



Revision as of 03:31, 30 November 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 can only be configured through code. Use an env_fire with damage disabled or info_particle_system instead.
C++ Class hierarchy
CFireSmoke
CBaseFire
CBaseEntity
C++ fire_smoke.cpp

_firesmoke is a point entity available in all Source Source games. This is the group of particle effects created by an env_fire, including the flames. It does no damage. If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an edict. env_fire does however allow much more control over the flame.

Note.pngNote:This entity does not precache the fire assets on its own, so it won't be visible unless an env_fire exists elsewhere in the map.

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