Env explosion
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Template:Base point It creates an explosion at its origin.
Flags
- 1: No Damage
- 2: Repeatable - Once the explosion has happened, the entity will not remove itself. Otherwise, it will be removed 0.3 seconds after the
Explode
input is sent (during that time it could possibly re-fire). - 4: No Fireball
8: No Smoke- No effect.- 16: No Decal - Black scorch decal left at the explosion center.
32: No Sparks- No effect.- 64: No Sound
- 128: Random Orientation
- 256: No Fireball Smoke - Fireball smoke only spawns if the fireball itself can too.
- 512: No Particles
1024: No DLights- No effect.- 2048: Don't clamp Min - Allow much smaller fire sprites.
- 4096: Don't clamp Max - Allow much larger fire sprites.
- 8192: Damage above surface only - Don't do damage to the player if they are underwater.
- 16384: Generic damage - Do
DMG_GENERIC
damage, as opposed toDMG_BLAST
.
Keyvalues
- Magnitude (iMagnitude) ([todo internal name (i)]) <integer>
- The amount of damage done by the explosion.
- Radius Override (iRadiusOverride) ([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.
- Render Mode (rendermode) ([todo internal name (i)]) <choices>
- Render mode of the fireball.
- 0: Normal
- 4: Solid
- 5: Additive
- Ignored Entity (ignoredEntity) ([todo internal name (i)]) <targetname>
- Do not harm or affect the named entity.
- Damage Force (DamageForce) ([todo internal name (i)]) <float> !FGD
- Todo: Uncertain. Setting to a non-zero number weakens forces on physics objects.
- Ignored Class (ignoredClass) ([todo internal name (i)]) <integer> (in all games since
)
- Do not harm or affect this class. Todo: ...this classname? How do you specify the class? Why does this take an integer?
Inputs
- Explode
- Triggers the explosion.