Env flare: Difference between revisions

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{{Underlinked|date=January 2024}}
{{lang|Env flare}}
{{lang|Env flare}}
[[File:env_flare.jpg|thumb|300px|right|A flare at the beginning of {{ent|d2_prison_08}}.]]
[[File:env_flare.jpg|thumb|300px|right|A flare at the beginning of {{ent|d2_prison_08}}.]]
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{{note|<code>CFlare</code> inherits {{ent|CBaseCombatCharacter}}, so it can have [[relationships]] defined.}}
{{note|<code>CFlare</code> inherits {{ent|CBaseCombatCharacter}}, so it can have [[relationships]] defined.}}


{{stray ent|{{portal}}}}
{{stray ent|}}


{{code class|CFlare|weapon_flaregun.cpp}}
{{code class|CFlare|weapon_flaregun.cpp}}

Revision as of 02:26, 6 January 2024

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A flare at the beginning of d2_prison_08.

Template:Hl2 point 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.

Tip.pngTip:To make flares like the ones seen in Episode One, create a prop_physics with the model props_junk/flare.mdl. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One.
Note.pngNote:CFlare inherits CBaseCombatCharacter, so it can have relationships defined.
Note.pngNote:This entity is also in the code for . Its functionality is not guaranteed.


C++ In code, it is represented by theCFlareclass, defined in theweapon_flaregun.cppfile.

Flags

  • 1: No DLight (Emit no light. Will probably look unrealistic.)
  • 2: No Smoke
  • 4: Infinite (perpetually activated)
  • 8: Start off

Keyvalues

Scale (scale) ([todo internal name (i)]) <float>
Multiplier for the signal particle effects (not light emitted).
Duration (duration) ([todo internal name (i)]) <float> Obsolete
Deprecated.
How long the flare is active for. Defined, but not used in code. Use the Start input instead.

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history


Inputs

Start <floatRedirectInput/float>
Make flare active for a specified number of seconds. Flare will be removed from the map after dying.
Die <floatRedirectInput/float>
Make flare fizzle out over a specified number of seconds. Once dead, it is removed from the map.
Launch <floatRedirectInput/float>
Launch the flare forward with the specified speed. The direction of travel is determined by the Pitch Yaw Roll keyvalue.

CBaseCombatCharacter:

KilledNPC  !FGD
Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
physdamagescale <floatRedirectInput/float>
Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history


Outputs

Note.pngNote:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history