Env fire

From Valve Developer Community
Revision as of 00:47, 1 July 2005 by JeffLane (talk | contribs) (Added full description, inputs and outputs, and other minor corrections.)
Jump to navigation Jump to search


A point entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread.


Key Values

Name The name that other entities refer to this entity by.

Parent The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

Start Disabled If Yes, It doesn't start burning until it is triggered.

Duration Amount of time the fire will burn (in seconds).

Size Height (in world units) of the flame. The flame will get proportionally wider as it gets higher.

Attack Amount of time the fire takes to grow to full strength. Set higher to make the flame build slowly.

Type Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.

Ignition Point Amount of heat 'damage' to take before this flame should ignite.

Damage Scale Multiplier of the burn damage done by the flame. Flames damage all the time, but can be made to hurt more. This number multiplies damage by 1(so 50 = 50 damage). It hurts every second.

Flags

Infinite Duration Forces the flame to burn forever (unless removed).

Smokeless Just creates the flame, no smoke is given off.

Start On As soon as the map loads the flame is enabled.

Start Full Ignore the attack time and simply start fully built.

Don't Drop The entity will not drop down to the floor when spawned (i.e. it will float mid-air where it is placed).

No Glow Turns off the light the flame gives off (a flickering orange dynamic light). Makes the fire less expensive to render.

Delete When Out Delete the entity all together when the flame goes out.

Inputs

Kill Removes this entity from the world.

KillHierarchy Removes this entity and all its children from the world.

AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.

FireUser1 Causes this entity's OnUser1 output to be fired.

FireUser2 Causes this entity's OnUser2 output to be fired.

FireUser3 Causes this entity's OnUser3 output to be fired.

FireUser4 Causes this entity's OnUser4 output to be fired.

SetParent <string> Changes the entity's parent in the movement hierarchy.

SetParentAttachment <string> Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.

Enable Enable this entity.

Disable Disable this entity.

StartFire Start the fire.

Extinguish <float> Puts out the fire permanently in the number of seconds specified.

ExtinguishTemporary <float> Puts out the fire temporarily in the number of seconds specified.

Outputs

OnUser1 Fired in response to FireUser1 input.

OnUser2 Fired in response to FireUser2 input.

OnUser3 Fired in response to FireUser3 input.

OnUser4 Fired in response to FireUser4 input.

OnIgnited Fires when the fire is first ignited.

OnExtinguished Fires when the fire is fully extinguished.