From Valve Developer Community
Revision as of 12:31, 27 July 2017 by Deff (talk | contribs)

Jump to: navigation, search
env_fire on top of a pile of trash

env_fire is a point entity available in all Source games.

Entity description

Env fire.png

It handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread.

Note:This entity doesn't create a lighting effect of any sort, you have to use a flickering light for that.
Note:The fire may fall through the world on spawn if placed exactly at ground level. Place it a little bit above the ground to fix this.
Bug: This entity doesn't work in Portal. Please see Portal:Env_Fire_fix for more details
Bug: While still available, it does not currently work correctly in Team Fortress 2.
Bug: While still available, it does not currently work correctly in your Source 2007 based mod until you build(/rebuild) the project.


Duration <integer>
Amount of time the fire will burn.
Size <integer>
Height (in world units) of the flame.
Attack <integer>
Amount of time the fire takes to grow to full strength.
Type <choices>
Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.
  • 0 : Natural
  • 1 : Plasma
Ignition Point <float>
Amount of heat 'damage' to take before this flame should ignite.
Damage Scale <float>
Multiplier of the burn damage done by the flame.


Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.


Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).


  • 1 : Infinite Duration
  • 2 : Smokeless
  • 4 : Start On
  • 8 : Start Full
  • 16 : Don't drop
  • 32 : No glow
  • 128 : Delete when out
  • 256 : Visible from above
Note: In Alien Swarm, an env_fire entity cannot be extinguished by the player unless set to "Infinite Duration".


Start the fire.
Extinguish <float>
Puts out the fire permanently in the number of seconds specified.
ExtinguishTemporary <float>
Puts out the fire temporarily in the number of seconds specified.


Removes this entity and any entities parented to it from the world.
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (New with Alien Swarm) !FGD
Set this entity's angles.


SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Removes this entity from the the movement hierarchy, leaving it free to move independently.


Enable/disable this entity from performing its task. It might also disappear from view.


Fires when the fire is first ignited.
Fires when the fire is fully extinguished.


OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.