env_fire is a point entity available in all Source games. It handles a single flame (
_firesmoke) at its origin. The flame causes heat "damage" to other
env_fire entities around it, and will eventually ignite them, causing the fire to spread.
Note: The fire may fall through the world on spawn if placed exactly at ground level. Place it a little bit above the ground to fix this.
Bug: While still available, it does not have particle effects in Team Fortress 2. This method is recommended instead.
|ConVar/Command||Parameters or default value||Descriptor||Effect|
|Arbitrary number (float)||Upper limit for how much heat "damage" a fire can take before the damage begins to force the flame to grow. Heat is usually absorbed from other |
|Multiplier (float)||Scalar for how fast fires can absorb heat.|
|Multiplier (float)||Effectively only a scalar for the Strength of an |
|Multiplier (float)||To do: Effect description.|
|Multiplier (float)||Scalar for how much damage a fire can do (both to fires and other objects such as the player).|
|Multiplier (float)||Scalar for how much heat a fire can take from other fires if it is already ignited.|
|Multiplier (float)||To do: Effect description.|
|Health Amount||Base damage that a fire does to objects such as the player. This amount multiplies depending on the user's difficulty setting:
|Multiplier (float)||Scalar for how much heat a fire can passively add to itself at once. Thinking interval is 0.1 seconds.|
|Seconds||Once a fire has damaged something, it will wait this long before it can damage anything again.|
- 1: Infinite Duration
Note: In Alien Swarm, an
env_firecannot be extinguished with the fire extinguisher unless Infinite Duration is set.
- 2: Smokeless
- 4: Start On
- 8: Start Full
- 16: Don't drop
- 32: No glow
- 128: Delete when out
- 256: Visible from above
- 256: No sound
- 512: No ignite sound
- 1024: No fueling once lit
- 2048: Fast burn think
- Duration (health)
- Amount of time the fire will burn.
- Size (firesize)
- Height (in world units) of the flame.
- Attack (fireattack)
- Amount of time the fire takes to grow to full strength.
- Type (firetype)
- Either Natural or Plasma. Natural is a general all purpose flame, like a wood fire.
- 0: Natural
- 1: Plasma (Effects for this type do not exist!)
- Ignition Point (ignitionpoint)
- Amount of heat 'damage' to take before this flame should ignite.
- Damage Scale (damagescale)
- Multiplier of the burn damage done by the flame.
- Light Color (LightColor)
- Color of dynamic light for this fire.
- Light Radius Scale (LightRadiusScale)
- Multiplier for the glow radius.
- Light Brightness (LightBrightness)
- Integer exponent for the glow brightness.
- Loop sound (LoopSound)
- Looping sound to play while this fire is burning.
- Ignite sound (IgniteSound)
- One shot sound to play when the fire starts.
- Start Disabled (StartDisabled)
- Stay dormant until activated.
Note: Unless you also checked the "Start On" flag, env_fire will not automatically ignite even if you set this keyvalue to No. Likewise, env_fire will still ignite if you have the "Start On" flag checked, even if this key value is set to Yes
- The classname defines the type of entity. Classnames can be changed using
AddOutput, which will influence how the engine deals with the entity in certain circumstances.
- The name that other entities refer to this entity by.
- Global Entity Name
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition. Some entities which aren't intended to be parented may not function correctly.
phys_constraintcan be used as a workaround to parenting.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z)
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note: This works on brush entities, although Hammer doesn't show the new angles.
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,.... Contexts may be filtered.
- Combination of effect flags to use.
- Local Time
- The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think
- Amount of time before the entity thinks again.
- Hammer ID
- The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
- Disable for Xbox 360
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
- Start the fire.
- Puts out the fire permanently in the number of seconds specified.
- Puts out the fire temporarily in the number of seconds specified.
- Enable/disable this entity from performing its task. It might also disappear from view.
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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 , 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.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.
- Fires when the fire is first ignited.
- Fires when the fire is fully extinguished.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.