beam
Class hierarchy |
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CBeam |
beam_shared.cpp
|
beam
is a point entity available in all Source games.
It is a base entity used by other entities to make beams or other effects, such as bubbles. The entities which use this one offer greater control over the effect.
Contents
Keyvalues
- 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.
Note:Damage is scaled to the difficulty setting:
- Easy: 50%
- Normal: 100%
- Hard: 150%
- HDR color scale
(HDRColorScale)
<float> - Value to multiply sprite color by when running in HDR mode.
- 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
Inputs
Width
<float>- Set the width of the beam, in pixels.
Noise
<float>- Set how far away from the middle the beam is allowed to deviate.
Alpha
<integer>- Sets the beam's alpha (0 - 255).
Color
<color255>- Sets the beam's render color (R G B).
ColorRedValue
<float>- Sets the red color channel's value (0 - 255).
ColorGreenValue
<float>- Sets the green color channel's value (0 - 255).
ColorBlueValue
<float>- Sets the blue color channel's value (0 - 255).
ScrollSpeed
<float>- Set the scroll speed in units per second (0 - 100).
Flags
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.