env_entity_igniter
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CEntityFlame |
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(in all games since ![]() |
CEnvEntityIgniter |
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env_entity_igniter
is a point entity available in all 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.

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
ortarget
).
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 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 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.