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 
Explodeinput 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_GENERICdamage, 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.