Env explosion

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Entity Description

Env explosion.png

An entity that creates an explosion at its origin.

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.
  • iMagnitude
<integer> The amount of damage done by the explosion.
  • iRadiusOverride
<integer> If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
  • fireballsprite
<sprite>
  • rendermode
<choices>
Literal Value Description
0 Normal
4 Solid
5 Additive
<entity name> Do not harm or affect the named entity.
<class> Do not harm or affect this class.
Literal Value Description
0 Ignored None?
1 Ignored class 1 is Survivors
2 ?
3 ?
4 Ignored class 4 is Infected

Flags

  • 1 : No Damage
  • 2 : Repeatable
  • 4 : No Fireball
  • 8 : No Smoke
  • 16 : No Decal
  • 32 : No Sparks
  • 64 : No Sound
  • 128 : Random Orientation
  • 256 : No Fireball Smoke
  • 512 : No particles
  • 1024 : No DLights
  • 2048 : Don't clamp Min
  • 4096 : Don't clamp Max

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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.
  • Explode
Triggers the explosion.

Outputs