env_flare
![English (en) English (en)](/w/images/3/37/Flag-en.png)
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CFlare defined in ![]() weapon_flaregun.cpp
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![](/w/images/thumb/c/c0/Env_flare.jpg/300px-Env_flare.jpg)
A flare at the beginning of
d2_prison_08
.env_flare
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch. 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.png](/w/images/thumb/4/45/Tip.png/9px-Tip.png)
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.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
CFlare
inherits CBaseCombatCharacter
, so it can have relationships defined.
Keyvalues
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- 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 the
Start
input instead.
BaseCombatCharacter:
- 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
- [
1
] : No dlight (Emit no light. Will probably look unrealistic.)
- [
2
] : No Smoke
- [
4
] : Infinite (perpetually activated)
- [
8
] : Start off
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.
BaseCombatCharacter:
KilledNPC
- 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 the damage taken when this NPC is hit by a physics object.
Categories:
- TODO rewrite lang to LanguageBar
- CBaseAnimating
- Half-Life 2 entities
- Half-Life 2 point entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Abstract Mapping
- Special effects
- Lighting