Firesmoke: Difference between revisions
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Important:Since
, this entity does not precache the fire assets on its own, so it won't be visible unless at least one env_fire exists elsewhere in the map. The fire sprites are properly precached in
and
.
SirYodaJedi (talk | contribs) No edit summary |
SirYodaJedi (talk | contribs) m (→FGD Code) |
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==FGD Code== | ==FGD Code== | ||
_firesmoke point class. In-editor sprite is based upon "classic" (pre-Orange Box) | _firesmoke point class. In-editor sprite is based upon "classic" (pre-Orange Box) flame effect. | ||
{{ExpandBox| | {{ExpandBox| | ||
<pre> | <pre> |
Revision as of 09:44, 30 November 2024


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CFireSmoke |
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_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.
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.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
FGD Code
_firesmoke point class. In-editor sprite is based upon "classic" (pre-Orange Box) flame effect.
@PointClass sprite("sprites/fire1.vmt") base(Targetname, Parentname) = _firesmoke : "A purely visual flame effect." []