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env_blood

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env_blood demonstration in 2 different variations. (without and with the "Spray decals" flag)

Template:Entity It is used to spawn blood effects. By default, the env_blood creates an animated splash of blood at its origin when triggered; however, the env_blood can be set up to spray blood decals onto nearby objects. This entity will only function through inputs.

Does not appear to work properly in Team Fortress 2. The blood texture is missing.

C++ In code, it is represented by theCBloodclass, defined in theeffects.cppfile.

Keyvalues

Spray Direction (Pitch Yaw Roll) (spraydir) <angle>
The general direction that the blood should spray and the direction to trace to apply the decal.
Blood Color (color) <choices>
Color of the spraying blood.
  • 0: Red (Human)
  • 1: Yellow (Alien)
Amount of blood (damage to simulate) (amount) <float>
Intensity of the blood spray.
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

Inputs

EmitBlood
Emits the blood effect.

Flags

Random Direction : [1]
Blood Stream : [2]
On Player : [4]
Spray decals : [8]
Cloud : [16] !FGD
Emits a much larger cloud of blood.
Drops : [32] !FGD
Splashes large blood drops.
Gore : [64] !FGD
Emits an effect similar to Cloud but smaller.