Env entity igniter: Difference between revisions
		
		
		
		
		
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 AltNames: This entity is also tied to
AltNames: This entity is also tied to  Left 4 Dead 2 it is not an altname and env_entity_igniter internally only initiates the igniting by creating entityflame which also doesn't anymore have lifetime keyvalue and Ignite input.
 Left 4 Dead 2 it is not an altname and env_entity_igniter internally only initiates the igniting by creating entityflame which also doesn't anymore have lifetime keyvalue and Ignite input. 
		
	
| m (→Inputs:  Substituted IO templates) |  (confusing stuff) | ||
| Line 1: | Line 1: | ||
| {{LanguageBar}} | {{LanguageBar}} | ||
| {{CD|CEntityFlame|file1=1}} | |||
| {{CD|CEnvEntityIgniter|file1=1|game={{l4d2|since}}}} | |||
| {{ | {{This is a|point entity|name=env_entity_igniter}} It catches a target entity on fire. If the target is an animating model, it will have flame [[sprite]]s attached to its [[skeleton]]. Otherwise the target will emit particle flame puffs. | ||
| {{altnames|name1=entityflame|misc=Since {{l4d2|2}} it is not an altname and <kbd>env_entity_igniter</kbd> internally only initiates the igniting by creating <kbd>entityflame</kbd> which also doesn't anymore have lifetime keyvalue and Ignite input.}} | |||
| == Keyvalues == | |||
| {{KV Targetname}} | |||
| {{KV|Entity to ignite|intn=target|target_destination|Name of the entity to catch on fire.}} | {{KV|Entity to ignite|intn=target|target_destination|Name of the entity to catch on fire.}} | ||
| {{KV|Lifetime in seconds|intn=lifetime|float|Duration of flames.}} | {{KV|Lifetime in seconds|intn=lifetime|float|Duration of flames.}} | ||
| ==Inputs== | ==Inputs== | ||
| {{I|Ignite|Ignite the target entity.}} | {{I|Ignite|Ignite the target entity.}} | ||
Revision as of 20:02, 24 April 2025
|  Class hierarchy | 
|---|
| CEntityFlame | 
|  EntityFlame.cpp | 
|  Class hierarchy | 
|---|
| (in all games since  ) | 
| CEnvEntityIgniter | 
|  EntityFlame.cpp | 
env_entity_igniter  is a   point entity  available in all  Source games. It catches a target entity on fire. If the target is an animating model, it will have flame sprites attached to its skeleton. Otherwise the target will emit particle flame puffs.
 Source games. It catches a target entity on fire. If the target is an animating model, it will have flame sprites attached to its skeleton. Otherwise the target will emit particle flame puffs.
 AltNames: This entity is also tied to
AltNames: This entity is also tied to entityflame. Since  Left 4 Dead 2 it is not an altname and env_entity_igniter internally only initiates the igniting by creating entityflame which also doesn't anymore have lifetime keyvalue and Ignite input.
 Left 4 Dead 2 it is not an altname and env_entity_igniter internally only initiates the igniting by creating entityflame which also doesn't anymore have lifetime keyvalue and Ignite input. 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
- Entity to ignite (target) <targetname>
- Name of the entity to catch on fire.
- Lifetime in seconds (lifetime) <float>
- Duration of flames.
Inputs
- Ignite
- Ignite the target entity.


























