Env beam

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Entity Description

Creates a visible energy beam running between two entities, in either a line or ring shape. Similar to env_laser.

Usage Notes

Start and end points should (ideally) be info_targets, though almost any entity is acceptable, with the exception of info_null (which is removed during map compile), and entities that cannot be named (prop_static, func_detail and prop_detail). If both / all start and end point entities are destroyed in-game, the beam will no longer work.

Developers can specify a group of multiple starting / ending entities by giving them the same name. The env_beam will then randomly select one of these entities to use for each strike. If entity names for either points is omitted, a random point on a solid surface within the radius (specified in its Radius property) will be selected for each strike instead. If both points are omitted, the center will be the env_beam entity itself. Such randomized beams do not cause damage.

The beam will always visibly run from start to end, even through solid brushes. However, beam damage will be absorbed by the first solid thing it hits, such as props, players, or solid brushes. When blocked in this manner, a striking env_beam (Life > 0) will immediately discharge all damage upon impact of each strike (which means that players can walk into a beam strike after impact and not take damage), while a permanent beam (Life = 0) will inflict damage gradually.

See Also

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
  • HDRColorScale
<float> Float value to multiply sprite color by when running in HDR mode.
  • renderamt
<byte> Useless when set to 0
  • rendercolor
#000000 Beam Color
  • Radius
<integer> If the LightningStart and/or LightningEnd values are omitted, this radius determines the area within which the endpoints will randomly strike. A new random position will be appointed for every strike. (The Help text for this keyvalue is apparently wrong in Hammer.)
  • life
<unsigned integer> Amount of time before the beam dies. Setting to zero will make the beam stay forever.
  • BoltWidth
<float> Width of the beam. Range: 1 to MAX_BEAM_WIDTH
  • NoiseAmplitude
<float> The amount of noise in the beam. 0 is a perfectly straight beam. Range: 0 to MAX_BEAM_NOISEAMPLITUDE
  • texture
<sprite> The material used to draw the beam.
  • TextureScroll
<integer> Rate at which the beam texture should scroll along the beam. Range: 0 to MAX_BEAM_SCROLLSPEED
  • framerate
<integer> Framerate at which the beam texture should animate, if it has multiple frames.
  • framestart
<integer> The frame to start the beam texture on.
  • StrikeTime
<float> Refire time between random strikes of the beam. Only used if the 'Random Strike' spawnflag is set.
  • damage
<float> How much damage this beam does per second to things it hits when it is continually on, or instantaneously if it strikes. For continuous damage, the value should be greater than 10 or it may not work.
Note.pngNote:Damage is scaled to the difficulty setting:
  • The "Easy" (skill 1) setting causes 50% of the Damage / second value.
  • The "Normal" (skill 2) setting causes 100% of the Damage / second value.
  • The "Hard" (skill 3) setting causes 150% of the Damage / second value.
  • LightningStart
<target_destination> Entity that the beam starts at. If omitted the entity will instead use a random position on any surface within its Radius value. A new random position will be appointed for every strike. See usage note above.
  • LightningEnd
<target_destination> Entity that the beam ends at. If omitted the entity will instead use a random position on any surface within its Radius value. A new random position will be appointed for every strike. See usage note above.
  • TouchType
<choices> If you want the beam to fire an output when touched by entities, choose the entity type here.
Literal Value Description
0 Not a tripwire
1 Player Only
2 NPC Only
3 Player or NPC
4 Player or NPC or Physprop
  • filtername
<filterclass> Filter to use to see if activator triggers me. See filter_activator_name for more explanation.
  • decalname (in all games since Half-Life 2: Episode One)
<decal> Decal to be applied at the end of the beam

Flags

  • 1 : Start On
Starts the map with the beam turned on.
  • 2 : Toggle
Obsolete. Replaced by the Toggle input of the Source I/O system. Used to toggle the beam on and off.
  • 4 : Random Strike
When the beam has died, it will strike again randomly within a delay interval of 0 to the value in Strike again time (secs).
  • 8 : Ring
Uses the starting and ending points as a diameter, drawing a beam ring between them instead of a straight line.
Note.pngNote:info_targets cannot be used for ring beams; the ring will not show at all. Instead, use brush entities (like func_brushes or func_trains), prop_physics or models.
  • 16 : StartSparks
Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its Start Entity.
  • 32 : EndSparks
Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its Ending Entity.
  • 64 : Decal End
Do not use. Places a decal scorch mark where a damaging beam hits the first solid (world brush or entity). Unfortunately this decal is enormous as a crater, obviously a square decal and horribly ugly.
  • 128 : Shade Start
The beam fades out toward its Start Entity. Overrides Shade End. Does not work on striking beams or beam rings.
  • 256 : Shade End
The beam fades out toward its Ending Entity. Is overridden by Shade Start. Does not work on striking beams (Life > 0) or beam rings.
  • 512 : Taper Out
Makes the beam taper out into a point towards its Ending Entity. Does not work on striking beams (Life > 0) or beam rings.


Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • TurnOn
Turns the beam on.
  • TurnOff
Turns the beam off.
  • Toggle
Toggles the beam's state.
  • StrikeOnce
Causes the beam to strike once. It will stay on for its set Life and then turn off (it will never turn off if Life is set to zero).
  • Color #000000
Sets the rendercolor
Set the NoiseAmplitude
  • ScrollSpeed <float>
Set the TextureScroll
  • Width <float>
Set the BoltWidth

Outputs

  • OnTouchedByEntity
Fired when an entity touches the beam. Only fired if the entity passes the 'Touch Type' choice. (!activator is the toucher)