env_flare
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Class hierarchy |
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CFlare |
weapon_flaregun.cpp |
env_flare
is a point entity available in Half-Life 2 series. Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die.
Tip:To make flares like the ones seen in Episode One, create a prop_physics with the model
props_junk/flare.mdl
. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One.Note:
CFlare
inherits CBaseCombatCharacter, so it can have relationships defined.
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
- Scale (scale) <float>
- Multiplier for the signal particle effects (not light emitted).
Duration (duration) <float>- Deprecated.
How long the flare is active for. Defined, but not used in code. Use theStart
input instead.
CBaseCombatCharacter:
- Relationship (Relationship) <string> !FGD
- <string|targetname or classname> <string|disposition> <int|rank>
- Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
- Values for
disposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
- Physics Impact Damage Scale (physdamagescale) <float>
- Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Flags
No dlight (Emit no light. Will probably look unrealistic.) : [1]
No Smoke : [2]
Infinite (perpetually activated) : [4]
Start off : [8]
Inputs
- Start <float>
- Make flare active for a specified number of seconds. Flare will be removed from the map after dying.
- Die <float>
- Make flare fizzle out over a specified number of seconds. Once dead, it is removed from the map.
- Launch <float>
- Launch the flare forward with the specified speed. The direction of travel is determined by the Pitch Yaw Roll keyvalue.
CBaseCombatCharacter:
- KilledNPC !FGD
- Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
- physdamagescale <float>
- Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.