env_particle_beam

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env_particle_beam is a point entity available in Black Mesa Black Mesa. It creates a particle beam between itself and a given target. Similar to env_laser.

Icon-Bug.pngBug:The burn trail doesn't work in current versions of the game.  [todo tested in?]

Keyvalues

Particle Beam Name (particlebeam) <particlesystem>
Particle system to use for the beam.
Icon-Important.pngImportant:Original FGD uses choices for some reason, you can write and use any particle system which can work as a beam, lc_beam or hev_crystal_glow for example.
Beam Target (target) <targetname>
Entity that the beam ends at. If omitted, the entity will instead use 0 0 0 position and will not do any damage.
Note.pngNote:If entity (that the beam ends at) is killed via Kill input - beam will not disappear, but also will not do any damage.
Damage (damage) <float>
The amount of damage.
Damage Tick (damagetick) <float>
Determines the frequency of damage.
Burn Trail Material (burntrail) <material> Obsolete
Deprecated.
Material for burn trail to use.
Burn Trail Life (burntrail_life) <float> Obsolete
Deprecated.
Burn trail life time.
Burn Trail Size (burntrail_size) <float> Obsolete
Deprecated.
Burn trail size.
Burn Trail Textile (burntrail_text) <float> Obsolete
Deprecated.
Burn trail textile.
Burn Trail Flags (burntrail_flags) <choices> Obsolete
Deprecated.
Burn trail behavior.
  • -1: Disabled
  • 0: None
  • 1: Shrink
  • 2: Fade
  • 3: Shrink + Fade

CBaseEntity:

Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.pngTip:Entities transition to the next map with their parents
Tip.pngTip:phys_constraint can be used as a workaround if parenting fails.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Icon-Bug.pngBug:Hammer does not move the entities accordingly in the editor.  [todo tested in?]
Pitch Yaw Roll (Y Z X) (angles) <angle>
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.pngNote:This works on brush entities, although Hammer doesn't show the new angles.
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Spawnflags (spawnflags) <flags> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <flags> !FGD
Combination of effect flags to use.

Inputs

TurnOn <void>
Turns beam on.
TurnOff <void>
Turns beam off.
CBaseEntity:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
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.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
SetTeam <integer> !FGD
Changes this entity's team.
TeamNum <integer> !FGD
This input changes value for TeamNum property.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.

Outputs

CBaseEntity:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.

Flags

  •  [1] : Start on
       If checked - you will not need to turn on beam on map spawn manually.

See also