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CBeam: Difference between revisions

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m (Nesciuse moved page Beam/en to Beam without leaving a redirect: Move en subpage to basepage)
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{{LanguageBar}}
{{LanguageBar}}
{{ent not in fgd|nolink=1}}{{this is a|point entity|name=beam}}  
{{ent not in fgd|codeonly=1}}{{this is a|point entity|name=beam}}  
[[File:Dog hand beams.png|300px|thumb|right|When Dog holds objects, his hand creates four <code>beam</code>s.]]
[[File:Dog hand beams.png|300px|thumb|right|When Dog holds objects, his hand creates four <code>beam</code>s.]]
It is a base entity used by other entities to make beams or other effects, such as bubbles. The entities which use this one offer greater control over the effect.
It is a base entity used by other entities to make beams or other effects, such as bubbles. The entities which use this one offer greater control over the effect.
==Inputs==
{{IO|Width|param=float|Sets the beam width.}}
{{IO|Noise|param=float|Sets the scale of noise effect.}}
{{IO|ScrollSpeed|param=float|Sets the scroll speed.}}
{{IO|ColorRedValue|param=float|Change the intensity of the red channel (0-255).}}
{{IO|ColorGreenValue|param=float|Change the intensity of the green channel (0-255).}}
{{IO|ColorBlueValue|param=float|Change the intensity of the blue channel (0-255).}}
{{IO|SetDamageFilter|param=targetname|Sets a [[filter]] for this entity for when it receives damage.}}
{{IO|EnableDamageForces|Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).}}
{{IO|DisableDamageForces|Prevents the entity from being pushed by damage done to it.}}
{{I Shadow|prep2=1}}
{{I RenderFields}}
{{I BaseEntity|base=1}}
==Outputs==
{{O BaseEntity}}

Revision as of 22:51, 8 August 2024

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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it can only be configured through code.

beam is a point entity available in all Source Source games.

When Dog holds objects, his hand creates four beams.

It is a base entity used by other entities to make beams or other effects, such as bubbles. The entities which use this one offer greater control over the effect.

Inputs

Width <floatRedirectInput/float>
Sets the beam width.
Noise <floatRedirectInput/float>
Sets the scale of noise effect.
ScrollSpeed <floatRedirectInput/float>
Sets the scroll speed.
ColorRedValue <floatRedirectInput/float>
Change the intensity of the red channel (0-255).
ColorGreenValue <floatRedirectInput/float>
Change the intensity of the green channel (0-255).
ColorBlueValue <floatRedirectInput/float>
Change the intensity of the blue channel (0-255).
SetDamageFilter <targetnameRedirectInput/string>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.


Outputs