Point tesla

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Entity Description

An entity that creates tesla lightning arcs around its origin.

Availability

Template:In game Template:Game-base In code it is represented by class [1], defined in [2].

Keyvalues

<string> If specified, tesla lightning will originate from the specified entity. Otherwise, they originate from this entity.
  • m_SoundName
<string> Sound to be played whenever lightning is created. Default: DoSpark
  • texture
<sprite> Material to use for the tesla lightning beams. Default: sprites/physbeam.vmt
  • m_Color
<color255> Color. Default: 255 255 255
  • m_flRadius
<integer> Radius around the origin to find a point to strike with a tesla lightning beam. Default: 200
  • beamcount_min
<integer> Minimum number of tesla lightning beams to create when creating an arc. Default: 6
  • beamcount_max
<integer> Maximum number of tesla lightning beams to create when creating an arc. Default: 8
  • thick_min
<string> Minimum width of the tesla lightning beams. Default: 4
  • thick_max
<string> Maximum width of the tesla lightning beams. Default: 5
  • lifetime_min
<string> Minimum lifetime of the tesla lightning beams. Default: 0.3
  • lifetime_max
<string> Maximum lifetime of the tesla lightning beams. Default: 0.3
  • interval_min
<string> Minimum time delay between random arcing. Default: 0.5
  • interval_max
<string> Maximum time delay between random arcing. Default: 2

Inputs

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O 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 depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <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> (in all games since <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> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <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> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.
  • TurnOn
Turn emitter on.
  • TurnOff
Turn emitter off.
  • DoSpark
Force a single arc.

Outputs

Targetname:

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 <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.