Env flare: Difference between revisions

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(Cleanup)
(More useful input descriptions)
Line 28: Line 28:
{{I Targetname}}
{{I Targetname}}
{{I Parentname}}
{{I Parentname}}
{{IO|Start|Start|param=float}}
{{IO|Start|Starts the flare Emitting Smoke and light.|param=float}}
{{IO|Die|Die|param=float}}
{{IO|Die|Removes the flare.|param=float}}
{{IO|Launch|Launch the flare forward with the specified speed.|param=float}}
{{IO|Launch|Launch the flare forward with the specified speed.|param=float}}



Revision as of 12:50, 25 November 2014

The beginning of d2_prison_08, as mentioned on the left.

Template:Hl2 point

Entity description

Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die, as it's mainly used in HL2 only by the Combine.

In code it is represented by class CFlare, defined in hl2_dll\weapon_flaregun.cpp.

Note.pngNote:This entity is derived from CBaseCombatCharacter and can have relationships defined towards it.
Tip.pngTip:See the beginning of d2_prison_08 for an example of its use.

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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Scale ([todo internal name (i)]) <float>
Size of the light signal.
Duration ([todo internal name (i)]) <float>
Active time of the entity.

Flags

  • 1 : No DLight
  • 2 : No Smoke
  • 4 : Infinite
  • 8 : Start off

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
Start <floatRedirectInput/float>
Starts the flare Emitting Smoke and light.
Die <floatRedirectInput/float>
Removes the flare.
Launch <floatRedirectInput/float>
Launch the flare forward with the specified speed.

Outputs