Env laser

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Entity Description

An entity that creates a laser beam between itself and a given target. It is somewhat similar to env_beam.

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.
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
  • LaserTarget
<target_destination> Name of entity, or entities, to strike at. The target is randomly chosen if there are multiple entities matching the given name.
  • renderamt
<byte> Brightness (1 - 255).
  • rendercolor
<color255> Beam Color (R G B).
  • width
<float> The width of the laser beam, in pixels.
  • NoiseAmplitude
<integer> The amount of noise in the beam. 0 is a perfectly straight beam.
  • texture
<material> The material used to draw the laser beam. (sprites/laserbeam)
  • EndSprite
<material> If specified, this sprite will be drawn at the end of the laser beam.
  • TextureScroll
<integer> Rate at which the beam texture should scroll along the beam.
  • framestart
<float> The frame to start the beam texture on.
  • damage
<float> How much damage this laser does. per second. to things it hits.
  • dissolvetype
<choices> Dissolve Type.
Literal value Description
-1 None
0 Energy
1 Heavy electrical
2 Light electrical

Flags

  • 1 : Start On
  • 16 : StartSparks
  • 32 : EndSparks
  • 64 : Decal End

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.
  • TurnOn
Turns the laser on.
  • TurnOff
Turns the laser off.
  • Toggle
Toggles the laser between on and off.

Outputs