Env fire

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Revision as of 03:53, 28 December 2009 by Kizzycocoa (talk | contribs) (added a note+link to the portal fire fix.)
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Template:Wrongtitle Template:Base point While still available, it does not currently work correctly in Team Fortress 2.

env_fire on top of a pile of trash

Entity Description

Env fire.png

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.

Note.pngNote:Env_fire doesn't create a lighting effect of any sort, you have to use a flickering light for that.
Note.pngNote:Env_fire doesn't work in Portal. Please see Portal:Env_Fire_fix for more details

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.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
  • health
<integer> Amount of time the fire will burn (in seconds).
  • firesize
<integer> Height (in world units) of the flame. The flame will get proportionally wider as it gets higher.
  • fireattack
<integer> Amount of time the fire takes to grow to full strength. Set higher to make the flame build slowly.
  • firetype
<choices> Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.
  • Normal
  • Plasma
  • ignitionpoint
<float> Amount of heat 'damage' to take before this flame should ignite.
  • damagescale
<float> 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

  • 1 : Infinite Duration
Forces the flame to burn forever (unless removed).
  • 2 : Smokeless
Just creates the flame, no smoke is given off.
  • 4 : Start On
As soon as the map loads the flame is enabled.
  • 8 : Start Full
Ignore the attack time and simply start fully built.
  • 16 : 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).
  • 32 : No Glow
Turns off the light the flame gives off (a flickering orange dynamic light). Makes the fire less expensive to render.
  • 128 : Delete When Out
Delete the entity all together when the flame goes out.
  • 256 : Visible from above (in all games since Half-Life 2: Episode One)
Note.pngNote: Under certain circumstances, this flag may cause the map to crash when run

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.
  • EnableDisable:
Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
  • 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

  • OnIgnited
Fires when the fire is first ignited.
  • OnExtinguished
Fires when the fire is fully extinguished.