Firesmoke: Difference between revisions
		
		
		
		
		
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 Note:This entity does not precache the fire assets on its own, so it won't be visible unless an env_fire exists elsewhere in the map.
Note:This entity does not precache the fire assets on its own, so it won't be visible unless an env_fire exists elsewhere in the map.
		
	
| SirYodaJedi (talk | contribs)  (Restore FGD code) Tag: Reverted |  (Undo revision 458527 by SirYodaJedi (talk) You're not supposed to use this, literally all the keyvalues there are base entity ones, you can't set the size or anything. Also you overwrote an unrelated edit that followed mine) Tags: Undo Reverted | ||
| Line 1: | Line 1: | ||
| {{ | {{LanguageBar}} | ||
| {{ent not in fgd}} | {{ent not in fgd|nolink=1|because=it can only be configured through code. Use an {{ent|env_fire}} with damage disabled or {{ent|info_particle_system}} instead}} | ||
| {{CD|CFireSmoke|file1=fire_smoke.cpp}} | {{CD|CFireSmoke|file1=fire_smoke.cpp}} | ||
| {{this is a|point entity|name=_firesmoke}} This is the group of particle effects created by an {{ent|env_fire}}, including the flames. It does no damage. If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an [[edict]]. <code>env_fire</code> does however allow much more control over the flame. | {{this is a|point entity|name=_firesmoke}} This is the group of particle effects created by an {{ent|env_fire}}, including the flames. It does no damage. If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an [[edict]]. <code>env_fire</code> does however allow much more control over the flame. | ||
| {{note|This entity does not precache the fire assets on its own, so it won't be visible unless  | {{note|This entity does not precache the fire assets on its own, so it won't be visible unless an env_fire exists elsewhere in the map.}} | ||
| == Keyvalues == | == Keyvalues == | ||
| {{KV Targetname}} | {{KV Targetname}} | ||
| == | <gallery mode=packed heights=300px> | ||
| env_fire_modern.png|The modern, particle-based fire effects. | |||
| env_fire_classic.png|The classic, sprite-based fire effects. | |||
| </gallery> | |||
| </ | |||
| [[Category:Source Base Entities|_]] | [[Category:Source Base Entities|_]] | ||
| [[Category:Point Entities|_]] | [[Category:Point Entities|_]] | ||
| [[Category:Entities|_]] | [[Category:Entities|_]] | ||
Revision as of 03:30, 30 November 2024
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. Use an env_fire with damage disabled or info_particle_system instead.
It should not be put directly in a map because it can only be configured through code. Use an env_fire with damage disabled or info_particle_system instead.
| CFireSmoke | 
_firesmoke  is a   point entity  available in all ![]() Source games. This is the group of particle effects created by an env_fire, including the flames. It does no damage. If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an edict.
 Source games. This is the group of particle effects created by an env_fire, including the flames. It does no damage. If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an edict. env_fire does however allow much more control over the flame.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities