Template:Fl Beam
Beam:
- [
1
] : Start On
Starts the map with the beam turned on.
- [
2
] : Toggle
Obsolete. Replaced by theToggle
input in the Source I/O system. Used to toggle the beam on and off.
- [
4
] : Random Strike
When the beam has died, it will strike again randomly within the time set by Strike again time (secs).
- [
8
] : Ring
Uses the starting and ending points as a diameter, drawing a beam ring between them instead of a straight line.
- [
16
] : StartSparks
Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its Start Entity.
- [
32
] : EndSparks
Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its Ending Entity.
- [
64
] : Decal End
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.
- [
128
] : Shade Start
The beam fades out toward its Start Entity. Overrides Shade End. Does not work on striking beams or beam rings.
- [
256
] : Shade End
The beam fades out toward its Ending Entity. Is overridden by Shade Start. Does not work on striking beams (Life > 0) or beam rings.
- [
512
] : Taper Out
Makes the beam taper out into a point towards its Ending Entity. Does not work on striking beams (Life > 0) or beam rings.