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beam

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Revision as of 01:01, 28 September 2024 by MyGamepedia (talk | contribs) (→‎Inputs)
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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it doesn't provide enough KIO access and env_beam is available, but it might be of interest for vscript use.
When Dog holds objects, his hand creates four beams.
C++ Class hierarchy
CBeam
CBaseEntity
C++ beam_shared.cpp

beam is a point entity available in all Source Source games. It is a base entity used by other entities to make beams or other effects, such as bubbles. The entities which use this one offer greater control over the effect.

Keyvalues

Damage/second (damage) <string>
How much damage this beam does per second to things it hits when it is continually on, or instantaneously if it strikes. For continuous damage, the value should be greater than 10 or it may not work.
Note.pngNote:Damage is scaled to the difficulty setting:
  • Easy: 50%
  • Normal: 100%
  • Hard: 150%
HDR color scale (HDRColorScale) <float>
Value to multiply sprite color by when running in HDR mode.
Dissolve Type (dissolvetype) <choices>
If this beam damages and kills something, effects to show around the object.
  • -1: None
  • 0: Energy
  • 1: Heavy Electrical
  • 2: Light Electrical

Inputs

Width <floatRedirectInput/float>
Set the width of the beam, in pixels.
Noise <floatRedirectInput/float>
Set how far away from the middle the beam is allowed to deviate.
Alpha <integerRedirectInput/integer>
Sets the beam's alpha (0 - 255).
Color <color255RedirectInput/color32>
Sets the beam's render color (R G B).
ColorRedValue <floatRedirectInput/float>
Sets the red color channel's value (0 - 255).
ColorGreenValue <floatRedirectInput/float>
Sets the green color channel's value (0 - 255).
ColorBlueValue <floatRedirectInput/float>
Sets the blue color channel's value (0 - 255).
ScrollSpeed <floatRedirectInput/float>
Set the scroll speed in units per second (0 - 100).

Flags

Beam:

Start On : [1]
Starts the map with the beam turned on.
Toggle : [2]
Obsolete. Replaced by the Toggle input in the Source I/O system. Used to toggle the beam on and off.
Random Strike : [4]
When the beam has died, it will strike again randomly within the time set by Strike again time (secs).
Ring : [8]
Uses the starting and ending points as a diameter, drawing a beam ring between them instead of a straight line.
StartSparks : [16]
Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its Start Entity.
EndSparks : [32]
Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its Ending Entity.
Decal End : [64]
Places a decal scorch mark where a damaging beam hits the first solid object (world brush or entity). Refer to the Decal Name keyvalue to set the decal you wish to appear at the end of the beam.
Shade Start : [128]
The beam fades out toward its Start Entity. Overrides Shade End. Does not work on striking beams or beam rings.
Shade End : [256]
The beam fades out toward its Ending Entity. Is overridden by Shade Start. Does not work on striking beams (Life > 0) or beam rings.
Taper Out : [512]
Makes the beam taper out into a point towards its Ending Entity. Does not work on striking beams (Life > 0) or beam rings.
Temporary : [32768] !FGD


Additional information in ent_text overlay

  • start: <origin>
  • end: <m_vecEndPos>

exact format:

start: (%.2f,%.2f,%.2f)", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z
end  : (%.2f,%.2f,%.2f)", m_vecEndPos.GetX(), m_vecEndPos.GetY(), m_vecEndPos.GetZ()

See Also