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.


[[Category:Abstract_Mapping]]
== 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

Stub

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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