Env explosion

From Valve Developer Community
Revision as of 10:48, 22 September 2022 by Nescius (talk | contribs)
Jump to navigation Jump to search
English (en)中文 (zh)Translate (Translate)
The explosion in-game.

Template:Base point It creates an explosion at its origin.

C++ In code, it is represented by theCEnvExplosionclass, defined in theexplode.cppfile.

Flags

  • 1: No Damage
  • 2: Repeatable - Once the explosion has happened, the entity will not remove itself. Otherwise, it will be removed 0.3 seconds after the Explode input is sent (during that time it could possibly re-fire).
  • 4: No Fireball
  • 8: No Smoke - No effect.
  • 16: No Decal - Black scorch decal left at the explosion center.
  • 32: No Sparks - No effect.
  • 64: No Sound
  • 128: Random Orientation
  • 256: No Fireball Smoke - Fireball smoke only spawns if the fireball itself can too.
  • 512: No Particles
  • 1024: No DLights - No effect.
  • 2048: Don't clamp Min - Allow much smaller fire sprites.
  • 4096: Don't clamp Max - Allow much larger fire sprites.
  • 8192: Damage above surface only - Don't do damage to the player if they are underwater.
  • 16384: Generic damage - Do DMG_GENERIC damage, as opposed to DMG_BLAST.

Keyvalues

Magnitude (iMagnitude) <integer>
The amount of damage done by the explosion.
Radius Override (iRadiusOverride) <integer>
If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
Fireball Sprite (fireballsprite) <sprite>
Sprite of the fireball.
Render Mode (rendermode) <choices>
Render mode of the fireball.
  • 0: Normal
  • 4: Solid
  • 5: Additive
Ignored Entity (ignoredEntity) <targetname>
Do not harm or affect the named entity.
Damage Force (DamageForce) <float> !FGD
If set, use this value as a magnitude for physics force.
Ignored Class (ignoredClass) <integer>
Do not harm or affect this class of NPC.


Inputs

Explode
Triggers the explosion.


Outputs

See Also