env_flare
Class hierarchy |
---|
CFlare |
weapon_flaregun.cpp
|
env_flare
is a point entity available in Half-Life 2 series. Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die.
Tip:To make flares like the ones seen in Episode One, create a
prop_physics
with the model props_junk/flare.mdl
. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One.Note:
CFlare
inherits CBaseCombatCharacter
, so it can have relationships defined.
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Scale
(scale)
<float> - Multiplier for the signal particle effects (not light emitted).
Duration(duration)
<float>- Deprecated.
How long the flare is active for. Defined, but not used in code. Use theStart
input instead.
CBaseCombatCharacter:
- Relationship
(Relationship)
<string> !FGD - <string|targetname or classname> <string|disposition> <int|rank>
- Changes whether this entity likes or dislikes certain other things. Used like the
ai_relationship
entity, with this entity as the subject. - Values for
disposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
- Physics Impact Damage Scale
(physdamagescale)
<float> - Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Flags
No dlight (Emit no light. Will probably look unrealistic.) : [1]
No Smoke : [2]
Infinite (perpetually activated) : [4]
Start off : [8]
Inputs
Start
<float>- Make flare active for a specified number of seconds. Flare will be removed from the map after dying.
Die
<float>- Make flare fizzle out over a specified number of seconds. Once dead, it is removed from the map.
Launch
<float>- Launch the flare forward with the specified speed. The direction of travel is determined by the Pitch Yaw Roll keyvalue.
CBaseCombatCharacter:
KilledNPC
!FGD- Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
physdamagescale
<float>- Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.