Fire
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How to make fire
Step 1: Select the entity tool, and place a env_fire where you want the fire to be.
Step 2: Make the properties of the env_fire to what you want.
Step 3: Perhaps add a light, probably flickering.
You have now made a successful fire.
See Also
- Flammable Models (QC parameters) : see Prop Data#Flammable Props and physgun_interactions (onbreak: explode_fire: Prop ignites nearby enemies when it explodes on breaking).
- env_entity_igniter Point entity that ignites a target entity. If the target is an animating model, it will have sprite flames attached to its skeleton. Otherwise the entity will emit particle flame puffs.
- env_fire 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.
- env_firesensor detects changes in heat nearby. Parameters: fireradius, heatlevel, heattime. Outputs: OnHeatLevelStart, OnHeatLevelEnd.
- env_firesource Point entity that provides heat to all nearby env_fire entities. Cannot be extinguished.
Smoke & FX
- env_fog_controller controls air opacity (fog) in the whole map.
- env_smokestack Point entity emits a constant stream of smoke. Place up to two env_particlelights nearby to add ambient light to only the Smokestack's particles.
- func_dustcloud Brush entity emits a translucent dust cloud within its volume. Use the trigger tool texture.
- func_dustmotes Brush entity emits sparkling dust motes within its volume.
- func_smokevolume Brush entity emits smoke particles within its volume. Use the trigger or fog tool texture.
- env_steam Point entity emits a jet of steam.
- env_spark Point entity emits sparks from its origin.
- env_embers Brush entity volume in which to spawn fire embers.