Env beam
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env_beam
是一个存在于所有的 起源 游戏的点实体。在两个实体间产生一道能量光束,外表呈直线或者环形。类似于env_laser。

env_laser
或logic_measure_movement则可行。 [todo tested in ?]待完善: 哈?哪个游戏?反正csgo可行!


info_target
, info_landmark和path_corner似乎不能作为此实体的起始点和结束点(start/end points), info_teleport_destination是一种解决方案。 [todo tested in ?]
待完善: This template is currently using deprecated suf or {{Lang}}-based translations. Please use the main {{Code class}} instead, which uses {{Autolang}}.
在源代码中,它由 class
CEnvBeam
代表,定义于 EnvBeam.cpp
。
用法注意
起始点和结束点(start/end points)可以是任意实体。除了内部实体或者其他会自动移除自己的实体。比如info_null. 如果起始点和结束点实体都被删除了,那么能量光束将会失效!
开发者们可以设置多个起始点和结束点,通过给多个实体设置同一名字。env_beam
每次strike(震动)都会从其中随机选一个作为起始/结束点。如果省略了任意点的名字,那么每次strike会随机选取半径内的固体面作为其中的点。(在Radius属性指定)。如果两个点都被省略,那么起始和初始点将会是 env_beam
实体本身的中心点。 这样的随机光束不会产生伤害。
光束会一直从起始点到结束点可见,即使穿过了固体面。光束的伤害会被第一个接触固体所吸收,如果Life大于0,那么光束只会处理伤害一次同时也是停留时间,当这个元素 (Life 为 0) 会逐渐造成伤害并永久停留可见。
标签/Flags
Beam:
- 1: Start On - 地图生成的时候就自动启动。
- 2: Toggle - 废弃的。在起源引擎中被
Toggle
输入替代。用于beam的开关。 - 4: Random Strike - 当光束“死亡”后,会自动根据Strike again time (secs)键值来strike。
- 8: Ring - 以起始点到结束点的距离作为半径,绘制一个环形光束。
- 16: StartSparks - 每次光束启动或者strike,光束会在 Start Entity起始实体上产生一个小火花。
- 32: EndSparks - 同上,但是是Ending Entity结束实体。
- 64: Decal End - 在光束strike到第一个物体上(固体或实体)产生一个火焰灰烬烧焦贴图效果。根据 Decal Name 设置你想要的贴图。
- 128: Shade Start - 光束向Start Entity起始实体方向淡出。会覆盖Shade End,Strike时和环形光束不起作用。
- 256: Shade End - 同上,是结束实体。strike时(life >0)和环形光束不起作用。
- 512: Taper Out -使光束向Ending Entity发生位移?。 strike时(life >0)和环形光束不起作用。
键值
- Radius (Radius) ([todo internal name (i)]) <整数 >
- If the Start Entity and/or Ending Entity values are omitted, this radius determines the area within which the endpoints will randomly strike. A new random position will be appointed for every strike.
- Life (seconds 0 = infinite) (life) ([todo internal name (i)]) <字符串 >
- Amount of time before the beam dies. Setting to zero will make the beam stay forever.
- Width of beam (BoltWidth) ([todo internal name (i)]) <浮点型 >
- Pixel width of the beam. Range: 1 to MAX_BEAM_WIDTH.
- Frames per 10 seconds (framerate) ([todo internal name (i)]) <整数 >
- Framerate at which the beam texture should animate, if it has multiple frames.
- Strike again time (secs) (StrikeTime) ([todo internal name (i)]) <字符串 >
- Refire time between random strikes of the beam. Only used if the 'Random Strike' spawnflag is set.
- Start Entity (LightningStart) ([todo internal name (i)]) <target_destination>
- Entity that the beam starts at. If omitted the entity will instead use a random position on any surface within its Radius value. A new random position will be appointed for every strike. See usage note above.
- Ending Entity (LightningEnd) ([todo internal name (i)]) <target_destination>
- Entity that the beam ends at. If omitted the entity will instead use a random position on any surface within its Radius value. A new random position will be appointed for every strike. See usage note above.
- Touch Type (tripwire) (TouchType) ([todo internal name (i)]) <choices>
- If you want the beam to fire an output when touched by entities, choose the entity type here.
- 0: Not a tripwire
- 1: Player Only
- 2: NPC Only
- 3: Player or NPC
- 4: Player or NPC or Physprop
- Filter Name (filtername) ([todo internal name (i)]) <过滤器 >
- Filter to use to see if activator triggers me.
- Endpoint handle (targetpoint) ([todo internal name (i)]) <向量 >
- If a Ending Entity entity is not specified, use this point as the destination instead. If the beam moves, the destination point will move along with it.
Beam:

- Beam Color (R G B) (rendercolor) <color255 >
- Beam color.
- Damage/second (damage) <字符串 >
- 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.

- Easy: 50%
- Normal: 100%
- Hard: 150%
- HDR color scale (HDRColorScale) <浮点型 >
- Value to multiply sprite color by when running in HDR mode.
- Beam clipping (ClipStyle) <choices>
- Select whether you want the beam to clip against geometry or characters.
- 0: Do not clip (default)
- 1: Clip to geometry
- 2: Clip to everything solid
- 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

- None : DMG_ENERGYBEAM
- Energy : DMG_DISSOLVE (不存在于
之中)
- Heavy Electrical and Light Electrical: DMG_DISSOLVE and DMG_SHOCK (不存在于
之中)
- Amount of noise (0-255) (NoiseAmplitude) <浮点型 >
- The amount of noise in the beam. 0 is a perfectly straight beam, while the maximum is very jagged. Range: 0 to MAX_BEAM_NOISEAMPLITUDE.
注意:The name says the maximum is 255, but by default the maximum value is 64. Values higher than 64 will default to 64.
- Sprite Name (texture) <sprite >
- The material used to draw the beam.
- Texture Scroll Rate (0-100) (TextureScroll) <整数 >
- Rate at which the beam texture should scroll along the beam. Range: 0 to MAX_BEAM_SCROLLSPEED.
- Starting Frame (framestart) <整数 >
- The frame to start the beam texture on.
Inputs
- StrikeOnce
- Causes the beam to strike once. It will stay on for its set Life and then turn off (it will never turn off if Life is set to zero).
Amplitude <浮点型 >- 已弃用。
UseNoise
instead.
Beam:
- TurnOn
- Turns the beam on.
- TurnOff
- Turns the beam off.
- Toggle
- Toggles the beam between on and off.
- Width <浮点型 >
- Set the width of the beam, in pixels.
- Alpha <整数 >
- Sets the beam's alpha (0 - 255).
- Color <color255 >
- Sets the beam's render color (R G B).
- ColorRedValue <浮点型 >
- Sets the red color channel's value (0 - 255).
- ColorGreenValue <浮点型 >
- Sets the green color channel's value (0 - 255).
- ColorBlueValue <浮点型 >
- Sets the blue color channel's value (0 - 255).
- ScrollSpeed <浮点型 >
- Set the scroll speed in units per second (0 - 100).
Outputs
- OnTouchedByEntity
- Fired when an entity touches the beam. Only fired if the entity passes the 'Touch Type' choice.