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env_blood

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env_blood demonstration in 2 different variations. (without and with the "Spray decals" flag)
Class hierarchy
CBlood
CPointEntity
CBaseEntity
effects.cpp

env_blood is a point entity available in all Source Source games. It is used to spawn blood effects. By default, the env_blood creates an animated splash of blood at its origin when triggered; however, the env_blood can be set up to spray blood decals onto nearby objects. This entity will only function through inputs.

Icon-Bug.pngBug:Does not appear to work properly in Team Fortress 2. The blood texture is missing.  [todo tested in?]

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Spray Direction (Pitch Yaw Roll) (spraydir) <angle>
The general direction that the blood should spray and the direction to trace to apply the decal.
Blood Color (color) <choices>
Color of the spraying blood.
  • 0: Red (Human)
  • 1: Yellow (Alien)
Amount of blood (damage to simulate) (amount) <float>
Intensity of the blood spray.

Inputs

EmitBlood
Emits the blood effect.

Flags

Random Direction : [1]
Blood Stream : [2]
On Player : [4]
Spray decals : [8]
Cloud : [16] !FGD

Emits a much larger cloud of blood.

Drops : [32] !FGD

Splashes large blood drops.

Gore : [64] !FGD

Emits an effect similar to Cloud but smaller.