Env entity igniter: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
No edit summary
Line 1: Line 1:
{{base point|env_entity_igniter}} It catches a target entity on fire. If the target is an animating model, it will have [[sprite]] flames attached to its [[skeleton]]. Otherwise the target will emit particle flame puffs.
{{base point|env_entity_igniter}}


==Availability==
==Entity description==
{{in game|point}} {{game-base}}
It catches a target entity on fire. If the target is an animating model, it will have [[sprite]] flames attached to its [[skeleton]]. Otherwise the target will emit particle flame puffs.
{{code class|CEntityFlame|EntityFlame.cpp}}
{{code class|CEntityFlame|EntityFlame.cpp}}



Revision as of 03:48, 15 April 2012

Template:Base point

Entity description

It catches a target entity on fire. If the target is an animating model, it will have sprite flames attached to its skeleton. Otherwise the target will emit particle flame puffs.

C++ In code, it is represented by theCEntityFlameclass, defined in theEntityFlame.cppfile.

Keyvalues

Entity to ignite ([todo internal name (i)]) <targetname>
Name of the entity to catch on fire.
Lifetime in seconds ([todo internal name (i)]) <float>
Duration of flames.
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

Inputs

Ignite
Ignite the target entity.


Outputs