Env particle beam: Difference between revisions
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Bug:The burn trail doesn't work in current versions of the game.
Important:Original FGD uses choices for some reason, you can write and use any particle system which can work as a beam, lc_beam or hev_crystal_glow for example.
Note:If entity (that the beam ends at) is killed via Kill input - beam will not disappear, but also will not do any damage.
Bug:Does not disable particle effects, only damage.
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Represented by class <code>CEnvParticleBeam</code>. | Represented by class <code>CEnvParticleBeam</code>. | ||
{{bug | {{bug|hidetested=1|The burn trail doesn't work in current versions of the game.}} | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 13:11, 5 March 2025
env_particle_beam
is a point entity available in Black Mesa. It creates a particle beam between itself and a given target. Similar to env_laser.
Represented by class CEnvParticleBeam
.

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
- Particle Beam Name (particlebeam) <particlesystem>
- Particle system to use for the beam.

- Beam Target (target) <targetname>
- Entity that the beam ends at. If omitted, the entity will instead use
0 0 0
position and will not do any damage.

- Damage (damage) <float>
- The amount of damage.
- Damage Tick (damagetick) <float>
- Determines the frequency of damage.
Burn Trail Life (burntrail_life) <float>- Deprecated.
Burn trail life time.
Burn Trail Size (burntrail_size) <float>- Deprecated.
Burn trail size.
Burn Trail Textile (burntrail_text) <float>- Deprecated.
Burn trail textile.
Burn Trail Flags (burntrail_flags) <choices>- Deprecated.
Burn trail behavior.- -1: Disabled
- 0: None
- 1: Shrink
- 2: Fade
- 3: Shrink + Fade
Inputs
- TurnOn <void>
- Turns beam on.
- TurnOff <void>
- Turns beam off.

Flags
- Start on : [1]
- If checked - you will not need to turn on beam on map spawn manually.