Fire: Difference between revisions
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[[Category:Abstract_Mapping]] | |||
== How to make fire == | == How to make fire == | ||
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You have now made a successful fire. | You have now made a successful fire. | ||
[[ | == See Also == | ||
* Flammable Models (QC parameters) : see [[Prop Data#Flammable Props]] and [[physgun_interactions]] (onbreak: explode_fire: Prop ignites nearby enemies when it explodes on breaking). | |||
* [[env_entity_igniter]] Point entity that ignites a target entity. If the target is an animating model, it will have sprite flames attached to its skeleton. Otherwise the entity will emit particle flame puffs. | |||
* [[env_fire]] Point entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread. | |||
* [[env_firesensor]] detects changes in heat nearby. Parameters: fireradius, heatlevel, heattime. Outputs: OnHeatLevelStart, OnHeatLevelEnd. | |||
* [[env_firesource]] Point entity that provides heat to all nearby env_fire entities. Cannot be extinguished. | |||
Smoke & FX | |||
* [[env_fog_controller]] controls air opacity (fog) in the whole map. | |||
* [[env_smokestack]] Point entity emits a constant stream of smoke. Place up to two [[env_particlelight]]s nearby to add ambient light to only the Smokestack's particles. | |||
* [[func_dustcloud]] Brush entity emits a translucent dust cloud within its volume. Use the [[tool textures|trigger]] tool texture. | |||
* [[func_dustmotes]] Brush entity emits sparkling dust motes within its volume. | |||
* [[func_smokevolume]] Brush entity emits smoke particles within its volume. Use the [[tool textures|trigger]] or [[tool textures|fog]] tool texture. | |||
* [[env_steam]] Point entity emits a jet of steam. | |||
* [[env_spark]] Point entity emits sparks from its origin. | |||
* [[env_embers]] Brush entity volume in which to spawn fire embers. |
Revision as of 18:46, 12 April 2008
How to make fire
Step 1: Select the entity tool, and place a env_fire where you want the fire to be.
Step 2: Make the properties of the env_fire to what you want.
Step 3: Perhaps add a light, probably flickering.
You have now made a successful fire.
See Also
- Flammable Models (QC parameters) : see Prop Data#Flammable Props and physgun_interactions (onbreak: explode_fire: Prop ignites nearby enemies when it explodes on breaking).
- env_entity_igniter Point entity that ignites a target entity. If the target is an animating model, it will have sprite flames attached to its skeleton. Otherwise the entity will emit particle flame puffs.
- env_fire Point entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread.
- env_firesensor detects changes in heat nearby. Parameters: fireradius, heatlevel, heattime. Outputs: OnHeatLevelStart, OnHeatLevelEnd.
- env_firesource Point entity that provides heat to all nearby env_fire entities. Cannot be extinguished.
Smoke & FX
- env_fog_controller controls air opacity (fog) in the whole map.
- env_smokestack Point entity emits a constant stream of smoke. Place up to two env_particlelights nearby to add ambient light to only the Smokestack's particles.
- func_dustcloud Brush entity emits a translucent dust cloud within its volume. Use the trigger tool texture.
- func_dustmotes Brush entity emits sparkling dust motes within its volume.
- func_smokevolume Brush entity emits smoke particles within its volume. Use the trigger or fog tool texture.
- env_steam Point entity emits a jet of steam.
- env_spark Point entity emits sparks from its origin.
- env_embers Brush entity volume in which to spawn fire embers.