env_quadraticbeam
		
		
		
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|  Class hierarchy | 
|---|
| CEnvQuadraticBeam | 
|  effects.cpp | 
|  Class hierarchy | 
|---|
| client side | 
| C_QuadraticBeam | 
|  c_effects.cpp | 
env_quadraticbeam  is an   entity  available in all  Source games. It is a duplicate of the beam entity, but with ability to arc by using a quadratic equation.  It can be used to produce a similar effect to the
 Source games. It is a duplicate of the beam entity, but with ability to arc by using a quadratic equation.  It can be used to produce a similar effect to the  physics gun.  The formula used to form the curve can be found here.
 physics gun.  The formula used to form the curve can be found here.
 Important:This entity has no additional KIO other than those that CBaseEntity already offers! Values listed under 'Fields' can only be accessed with an external plugin, or the NetProp manager found in certain VScript-supported titles (
Important:This entity has no additional KIO other than those that CBaseEntity already offers! Values listed under 'Fields' can only be accessed with an external plugin, or the NetProp manager found in certain VScript-supported titles ( and
 and  ).
).Fields
m_targetPosition <FIELD_POSITION_VECTOR>
- END point
m_controlPosition <FIELD_POSITION_VECTOR>
- CONTROL point (see picture)
m_scrollRate <FIELD_FLOAT>
- Must be value between -4, 4
m_flWidth <FIELD_FLOAT>
Notable KIO
Keyvalues
- Origin (origin) <vector>
- Start point of the beam
Inputs
- Color <color255>
- Changes color
Spawning via vscript example
function SpawnQuadBeam(start, end, control, color="255 0 0", model="sprites/laserbeam.spr") {
    // precache the beam sprite
    PrecacheModel(model)
    
    // spawn the beam and set the start point
    local ent = SpawnEntityFromTable("env_quadraticbeam", { origin = start })
    // set the end point for the beam
    NetProps.SetPropVector(ent, "m_targetPosition", end)
    // set the control point for the curve
    NetProps.SetPropVector(ent, "m_controlPosition", control)
    NetProps.SetPropFloat(ent, "m_scrollRate", 2)
    NetProps.SetPropFloat(ent, "m_flWidth", 5)
    // set the beam color
    DoEntFire("!self", "color", color, 0, null, ent)
    // set the beam sprite
    ent.SetModel(model)
}
//Draw a beam from the players origin point to the nearest prop_dynamic in a 2048hu radius
local start_pos = GetListenServerHost().GetOrigin()
local end_pos = Entities.FindByClassnameNearest("prop_dynamic", eye_pos, 2048)
//spawn our beam with a control value of 4
SpawnQuadBeam(start_pos, end_pos, 4)

























