Env laser

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env_lasers in action.
注意区分 env_portal_laser.

Template:Base point It creates a laser beam between itself and a given target. The main difference between this entity and env_beam is that a laser will not travel through anything solid.

PlacementTip.gif放置提示:In case the laser doesn't cause damage, make sure the origin is not inside anything solid.
Note.png注意:If your env_laser doesn't have a targetname it will be automatically turned on when the map starts.
C++ 在源代码中,它由 class CEnvLaser 代表,定义于 EnvLaser.cpp

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] 不存在于FGD!
Note.png注意:2, 4, 8, 128, 256, and 512 are intended for env_beam. For env_laser, they must be added manually, but may not work correctly.

Keyvalues

Target of Laser (LaserTarget) ([todo internal name (i)]) <target_destination>
Name of entity, or entities, to strike at. The target is randomly chosen if there are multiple entities matching the given name.
Width of Beam (width) ([todo internal name (i)]) <浮点型(en)>
The width of the laser beam, in pixels.
End Sprite ([todo internal name (i)]) <sprite(en)>
If specified, this sprite will be drawn at the end of the laser beam.

Beam:

Note.png注意:Beams are hardcoded in the game DLLs to always use the Additive render mode.
Brightness (1 - 255) (renderamt) <整数(en)>
Misleading name; beam alpha. Invisible when set to 0.
Beam Color (R G B) (rendercolor) <color255(en)>
Beam color.
Damage/second (damage) <字符串(en)>
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.png注意:Damage is scaled to the difficulty setting:
  • Easy: 50%
  • Normal: 100%
  • Hard: 150%
HDR color scale (HDRColorScale) <浮点型(en)>
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
Warning.png警告:This keyvalue also effects the damage type:
Amount of noise (0-255) (NoiseAmplitude) <浮点型(en)>
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.
Note.png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(en)>
The material used to draw the beam.
Texture Scroll Rate (0-100) (TextureScroll) <整数(en)>
Rate at which the beam texture should scroll along the beam. Range: 0 to MAX_BEAM_SCROLLSPEED.
Starting Frame (framestart) <整数(en)>
The frame to start the beam texture on.


Inputs

Beam:

TurnOn
Turns the beam on.
TurnOff
Turns the beam off.
Toggle
Toggles the beam between on and off.
Width <浮点型(en)>
Set the width of the beam, in pixels.
Noise <浮点型(en)> 不存在于FGD!
Set how far away from the middle the beam is allowed to deviate.
Alpha <整数(en)>
Sets the beam's alpha (0 - 255).
Color <color255(en)>
Sets the beam's render color (R G B).
ColorRedValue <浮点型(en)>
Sets the red color channel's value (0 - 255).
ColorGreenValue <浮点型(en)>
Sets the green color channel's value (0 - 255).
ColorBlueValue <浮点型(en)>
Sets the blue color channel's value (0 - 255).
ScrollSpeed <浮点型(en)>
Set the scroll speed in units per second (0 - 100).


Outputs

See Also