Env beam

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Revision as of 06:47, 16 August 2005 by Mark WiseCarver (talk | contribs) (Added info, needs formatting)
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env_beam

An entity that creates a visible beam between two points. The points can be attached to entities to make the beam move around.

KEYS

Name targetname <target_source> The name that other entities refer to this entity by.

Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

Render FX renderfx <choices>

Brightness (1 - 255) renderamt <integer>

Beam Color (R G B) rendercolor <color255>

Radius Radius <integer> If the 'Random Strike' spawnflag is set, this radius determines the area within which the endpoints will randomly strike.

Life (seconds 0 = infinite) life <string> Amount of time before the beam dies. Setting to zero will make the beam stay forever.

Width of beam BoltWidth <float> Pixel width of the beam.

Amount of noise (0-255) NoiseAmplitude <float> The amount of noise in the beam. 0 is a perfectly straight beam.

Sprite Name texture <sprite> The material used to draw the beam.

Texture Scroll Rate (0-100) TextureScroll <integer> Rate at which the beam texture should scroll along the beam.

Frames per 10 seconds framerate <integer> Framerate at which the beam texture should animate, if it has multiple frames.

Starting Frame framestart <integer> The frame to start the beam texture on.

Strike again time (secs) StrikeTime <string> Refire time between random strikes of the beam. Only used if the 'Random Strike' spawnflag is set.

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.

Start Entity LightningStart <target_destination> Entity that the beam starts at.

Ending Entity LightningEnd <target_destination> Entity that the beam ends at.

spawnflags spawnflags <flags>

Touch Type (tripwire) TouchType <choices> If you want the beam to fire an output when touched by entities, choose the entity type here.

Filter Name filtername <filterclass> Filter to use to see if activator triggers me. See filter_activator_name for more explanation.


INPUTS

Kill Removes this entity from the world.

KillHierarchy Removes this entity and all its children from the world.

AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.

FireUser1 Causes this entity's OnUser1 output to be fired.

FireUser2 Causes this entity's OnUser2 output to be fired.

FireUser3 Causes this entity's OnUser3 output to be fired.

FireUser4 Causes this entity's OnUser4 output to be fired.

SetParent <string> Changes the entity's parent in the movement hierarchy.

SetParentAttachment <string> Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.

TurnOn Turns the beam on.

TurnOff Turns the beam off.

Toggle Toggles the beam between on and off.

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).

Alpha <integer> Sets the beam's alpha (0 - 255).

Color <color255> Sets the beam's render color (R G B).

Amplitude <float> Set the amplitude of beam noise (0 - 255).

ScrollSpeed <float> Set the scroll speed in units per second (0 - 100).

Width <float> Set the width of the beam, in pixels.


OUTPUTS

OnUser1 Fired in response to FireUser1 input.

OnUser2 Fired in response to FireUser2 input.

OnUser3 Fired in response to FireUser3 input.

OnUser4 Fired in response to FireUser4 input.

OnTouchedByEntity Fired when an entity touches the beam. Only fired if the entity passes the 'Touch Type' choice.

A little fun with env_beam