Env smoketrail

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Revision as of 19:57, 19 January 2009 by VDCBot (talk | contribs) (Robot: fixing template case.)
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Entity Description

An entity that creates a smoke trail.

Availability

Template:In game Template:Game-base Template:In code

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.
  • opacity
<float> Opacity of the sprites (range from 0 - 1).
  • spawnrate
<float> Number of particles to emit each second.
  • lifetime
<float> Number of seconds until each particle dies.
  • startcolor
<color255> Starting color of the emitted particles.
  • endcolor
<color255> Ending color of the emitted particles.
  • emittime
<float> Number of seconds until the env_smoketrail stops emitting particles. 0 means never stop emitting particles.
  • minspeed
<float> Minimum randomly-directed speed to use for emitted particles.
  • maxspeed
<float> Maximum randomly-directed speed to use for emitted particles.
  • mindirectedspeed
<float> Minimum speed along the env_smoketrail's forward direction (x axis) to use for emitted particles.
  • maxdirectedspeed
<float> Maximum speed along the env_smoketrail's forward direction (x axis) to use for emitted particles.
  • startsize
<float> Starting particle size.
  • endsize
<float> Ending particle size.
  • spawnradius
<float> Distance from env_smoketrail at which particles are emitted.
  • firesprite
<sprite> Fire Sprite.
  • smokesprite
<sprite> Smoke Puff.

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.

Outputs