Env explosion

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The explosion in-game

Template:Base point It creates an explosion at its origin. To create an invisible explosion that moves objects within a radius, use env_physexplosion.

Icon-Bug.pngBug:This entity will not do damage if it is parented.  [todo tested in ?]


Keyvalues

Magnitude ([todo internal name (i)]) <integer>
The amount of damage done by the explosion.
Radius Override ([todo internal name (i)]) <integer>
If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
Fireball Sprite ([todo internal name (i)]) <sprite>
Sprite of the fireball.
Render Mode ([todo internal name (i)]) <choices>
Render mode of the fireball.
  • 0 : Normal
  • 4 : Solid
  • 5 : Additive
Ignored Entity ([todo internal name (i)]) <targetname>
Do not harm or affect the named entity.
Ignored Class ([todo internal name (i)]) <integer> (in all games since Left 4 Dead)
Do not harm or affect this class.
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.

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
  • 8192 : Damage above surface only
  • 16384 : Generic damage

Inputs

Explode
Triggers the explosion.


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