Firesmoke: Difference between revisions
| m (Add size() so it can be selected in 3d view, move base cause it's almost always first) |  (Compromise. It now uses the new fire images and explains why you shouldn't use the entity but still includes FGD code for people who really want it) | ||
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| {{languageBar}} | {{languageBar}} | ||
| {{ent not in fgd}} | {{ent not in fgd}} | ||
| {{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>  | {{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. The entity is not intended to be used directly, so it lacks the keyvalues from <code>env_fire</code> used to configure the flame, as these parameters are normally set through code. It is otherwise functional on its own, though. | ||
| If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an [[edict]] (as normally this plus the source <code>env_fire</code> would be 2). That being said, an {{ent|info_particle_system}} set to display the corresponding <code>env_fire</code> particles may be a better alternative to this, as it allows choosing the size of the fire and toggling it, although this will not respect the classic effects setting in {{hl2|2}}. | |||
| {{important|Since {{src07}}, 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 {{src04}} and {{src06}}. }} | {{important|Since {{src07}}, 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 {{src04}} and {{src06}}. }} | ||
| <gallery mode=packed heights=300px> | |||
| env_fire_modern.png|The modern particle-based fire effects, used in current versions of most games. | |||
| env_fire_classic.png|The classic sprite-based fire effects, used prior to {{src07|2}} and in modern HL2 if the "classic effects" setting is enabled. | |||
| </gallery> | |||
| == Keyvalues == | == Keyvalues == | ||
Revision as of 22:01, 1 December 2024

 
|  Class hierarchy | 
|---|
| CFireSmoke | 
|  fire_smoke.cpp | 
_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. The entity is not intended to be used directly, so it lacks the keyvalues from
 Source games. This is the group of particle effects created by an env_fire, including the flames. It does no damage. The entity is not intended to be used directly, so it lacks the keyvalues from env_fire used to configure the flame, as these parameters are normally set through code. It is otherwise functional on its own, though.
If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an edict (as normally this plus the source env_fire would be 2). That being said, an info_particle_system set to display the corresponding env_fire particles may be a better alternative to this, as it allows choosing the size of the fire and toggling it, although this will not respect the classic effects setting in  Half-Life 2.
 Half-Life 2.
 Important:Since
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
, 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
 and  .
. 
- The classic sprite-based fire effects, used prior to  Source 2007 and in modern HL2 if the "classic effects" setting is enabled. Source 2007 and in modern HL2 if the "classic effects" setting is enabled.
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
FGD Code
_firesmoke point class. In-editor sprite is based upon "classic" (pre-Orange Box) flame effect.
@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) sprite("sprites/fire1.vmt") = _firesmoke : "A purely visual flame effect." []



























