This article's documentation is for the "GoldSrc" engine. Click here for more information.

env_laser

From Valve Developer Community
Jump to: navigation, search

env_laser is a point entity available in all GoldSrc GoldSrc games. 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.

Key Values

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Target of Laser (LaserTarget) <targetname>
Sets the entity that marks the end of the laser. The laser will start at the env_laser entity and end at the entity named here.
Brightness (1 - 255) (renderamt) <integer>
Brightness of the beam, 1 = fully dark, 255 = Fully bright.
Beam Color (R G B) (rendercolor) <color255>
Beam color.
Width of beam (pixels*0.1 0-255) (BoltWidth) <integer>
Pixel width of the beam. Range: 1 to MAX_BEAM_WIDTH.
Amount of noise (0-255) (NoiseAmplitude) <float>
The amount of noise in the beam. 0 is a perfectly straight beam, while the maximum is very jagged.
Sprite Name (texture) <sprite>
The material used to draw the beam.
End Sprite (EndSprite) <sprite>
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.
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.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Value Description
0 Normal
1 Slow Pulse
2 Fast Pulse
3 Slow Wide Pulse
4 Fast Wide Pulse
5 Slow Fade Away
6 Fast Fade Away
7 Slow Become Solid
8 Fast Become Solid
9 Slow Strobe
10 Fast Strobe
11 Faster Strobe
12 Slow Flicker
13 Fast Flicker
14 Constant Glow
15 Distort
16 Hologram (Distort + fade)
Render Mode (rendermode) <choices>
Render Mode to use.
Value Description
0 Normal
1 Color
2 Texture
3 Glow
4 Solid
5 Additive
Render Amount (0-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
Render Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.


Flags

Start On : [1]
StartSparks : [16]
EndSparks : [32]
Decal End : [64]