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Env quadraticbeam: Difference between revisions

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(Every entity has CBaseEntity kio available so I listed only few notable ones that are more useful for this entity. Not sure what better word than kio to use instead of writing out all. alpha input may also be worth noting but haven't tested it)
(Fix vscript example)
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local end_pos = Entities.FindByClassnameNearest("prop_dynamic", eye_pos, 2048)
local end_pos = Entities.FindByClassnameNearest("prop_dynamic", eye_pos, 2048)


//spawn our beam with a control value of 4
//set control point to map origin (0 0 0)
SpawnQuadBeam(start_pos, end_pos, 4)
local control_pos = Vector()
 
SpawnQuadBeam(start_pos, end_pos, control_pos)
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Revision as of 06:46, 30 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 is only configurable via code or vscript.
C++ Class hierarchy
CEnvQuadraticBeam
CPointEntity
CBaseEntity
C++ effects.cpp
C++ Class hierarchy
client side
C_QuadraticBeam
C_BaseEntity
C++ c_effects.cpp

env_quadraticbeam is an entity available in all Source Source games. It is a duplicate of the beam entity, but with ability to arc by using a quadratic equation. It can be used to produce a similar effect to the Garry's Mod physics gun. The formula used to form the curve can be found here.

Icon-Important.pngImportant:This entity has no additional KIO other than those that CBaseEntity already offers! Values listed under 'Fields' can only be accessed with an external plugin, or the NetProp manager found in certain VScript-supported titles (Team Fortress 2 and Left 4 Dead 2).

Fields

m_targetPosition <FIELD_POSITION_VECTOR>

END point

m_controlPosition <FIELD_POSITION_VECTOR>

CONTROL point (see picture)

m_scrollRate <FIELD_FLOAT>

Must be value between -4, 4

m_flWidth <FIELD_FLOAT>


Notable KIO

Keyvalues

Origin (origin) <vector>
Start point of the beam

Inputs

Color <color255RedirectInput/color32>
Changes color
Quadraticbeam.jpg

Spawning via vscript example

function SpawnQuadBeam(start, end, control, color="255 0 0", model="sprites/laserbeam.spr") {

    // precache the beam sprite
    PrecacheModel(model)
    
    // spawn the beam and set the start point
    local ent = SpawnEntityFromTable("env_quadraticbeam", { origin = start })

    // set the end point for the beam
    NetProps.SetPropVector(ent, "m_targetPosition", end)

    // set the control point for the curve
    NetProps.SetPropVector(ent, "m_controlPosition", control)

    NetProps.SetPropFloat(ent, "m_scrollRate", 2)
    NetProps.SetPropFloat(ent, "m_flWidth", 5)

    // set the beam color
    DoEntFire("!self", "color", color, 0, null, ent)

    // set the beam sprite
    ent.SetModel(model)
}

//Draw a beam from the players origin point to the nearest prop_dynamic in a 2048hu radius
local start_pos = GetListenServerHost().GetOrigin()
local end_pos = Entities.FindByClassnameNearest("prop_dynamic", eye_pos, 2048)

//set control point to map origin (0 0 0)
local control_pos = Vector()

SpawnQuadBeam(start_pos, end_pos, control_pos)

See Also