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env_entity_igniter

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Class hierarchy
CEntityFlame
CBaseEntity
EntityFlame.cpp
Class hierarchy
(in all games since Left 4 Dead 2)
CEnvEntityIgniter
CBaseEntity
EntityFlame.cpp

env_entity_igniter is a point entity available in all Source Source games. It catches a target entity on fire. If the target is an animating model, it will have flame sprites attached to its skeleton. Otherwise the target will emit particle flame puffs.

AltNames.pngAltNames: This entity is also tied to entityflame. See Code ↓

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

Entity to ignite (target) <targetname>
Name of the entity to catch on fire.
Lifetime in seconds (lifetime) <float>
Duration of flames.

Inputs

Ignite
Ignite the target entity.

Code

Prior to Left 4 Dead 2 Left 4 Dead 2 env_entity_igniter and entityflame are tied to the same C++ class called CEntityFlame. env_entity_igniter is the entity available in FGD for the mapper to setup target, lifetime and then fire Ignite input. After Ignite input is fired the game creates entityflame setting up its FlameThinker and attaching itself to the targetted entity.

Since Left 4 Dead 2 Left 4 Dead 2 the functionality exposed to mapping i.e. lifetime keyvalue and Ignite input is stripped from CEntityFlame and instead CEnvEntityIgniter is created that solely has the purpose to initiate the ignition while entityflame remains as CEntityFlame doing the burning.