Env fire: Difference between revisions

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(Added link to page on TF2 fire particles.)
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{{note|The fire may fall through the world on spawn if placed exactly at ground level. Place it a little bit above the ground to fix this.}}
{{note|The fire may fall through the world on spawn if placed exactly at ground level. Place it a little bit above the ground to fix this.}}
{{bug|This entity doesn't work in [[Portal]]. Please see [[Portal:Env_Fire_fix]] for more details}}
{{bug|This entity doesn't work in [[Portal]]. Please see [[Portal:Env_Fire_fix]] for more details}}
{{bug|While still available, it does not have particle effects in [[Team Fortress 2]].}} [[TF2/Creating_fire|This method]] is recommended instead.
{{bug|While still available, it does not have particle effects in [[Team Fortress 2]]. [[TF2/Creating_fire|This method]] is recommended instead.}}
{{bug|While still available, it does not currently work correctly in your Source 2007 based mod until you build(/rebuild) the project.}}
{{bug|While still available, it does not currently work correctly in your Source 2007 based mod until you build(/rebuild) the project.}}



Revision as of 20:28, 18 October 2017

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env_fire on top of a pile of trash

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Entity description

Env fire.png

It 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.

Note.pngNote:This entity doesn't create a lighting effect of any sort, you have to use a flickering light for that.
Note.pngNote:The fire may fall through the world on spawn if placed exactly at ground level. Place it a little bit above the ground to fix this.
Icon-Bug.pngBug:This entity doesn't work in Portal. Please see Portal:Env_Fire_fix for more details  [todo tested in ?]
Icon-Bug.pngBug:While still available, it does not have particle effects in Team Fortress 2. This method is recommended instead.  [todo tested in ?]
Icon-Bug.pngBug:While still available, it does not currently work correctly in your Source 2007 based mod until you build(/rebuild) the project.  [todo tested in ?]


Keyvalues

Duration ([todo internal name (i)]) <integer>
Amount of time the fire will burn.
Size ([todo internal name (i)]) <integer>
Height (in world units) of the flame.
Attack ([todo internal name (i)]) <integer>
Amount of time the fire takes to grow to full strength.
Type ([todo internal name (i)]) <choices>
Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.
  • 0 : Natural
  • 1 : Plasma
Ignition Point ([todo internal name (i)]) <float>
Amount of heat 'damage' to take before this flame should ignite.
Damage Scale ([todo internal name (i)]) <float>
Multiplier of the burn damage done by the flame.
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.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Flags

  • 1 : Infinite Duration
  • 2 : Smokeless
  • 4 : Start On
  • 8 : Start Full
  • 16 : Don't drop
  • 32 : No glow
  • 128 : Delete when out
  • 256 : Visible from above
Note.pngNote: In Alien Swarm, an env_fire entity cannot be extinguished by the player unless set to "Infinite Duration".

Inputs

StartFire
Start the fire.
Extinguish <floatRedirectInput/float>
Puts out the fire permanently in the number of seconds specified.
ExtinguishTemporary <floatRedirectInput/float>
Puts out the fire temporarily in the number of seconds specified.


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.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

OnIgnited
Fires when the fire is first ignited.
OnExtinguished
Fires when the fire is fully extinguished.