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.