env_quadraticbeam
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Class hierarchy |
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CEnvQuadraticBeam |
effects.cpp |
Class hierarchy |
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client side |
C_QuadraticBeam |
c_effects.cpp |
env_quadraticbeam
is an entity available in all Source games. It is a duplicate of the beam entity, but with ability to arc by using a quadratic equation. It can be used to produce a similar effect to the physics gun. The formula used to form the curve can be found here.
Important:This entity has no additional KIO other than those that CBaseEntity already offers! Values listed under 'Fields' can only be accessed with an external plugin, or the NetProp manager found in certain VScript-supported titles ( and ).
Fields
m_targetPosition <FIELD_POSITION_VECTOR>
- END point
m_controlPosition <FIELD_POSITION_VECTOR>
- CONTROL point (see picture)
m_scrollRate <FIELD_FLOAT>
- Must be value between -4, 4
m_flWidth <FIELD_FLOAT>
Notable KIO
Note:The CBaseEntity
model
keyvalue does not work for setting the sprite, it must be set after spawning.Keyvalues
- Origin (origin) <vector>
- Start point of the beam
Inputs
- Color <color255>
- Changes color
Spawning via vscript example
function SpawnQuadBeam(start, end, control, color="255 0 0", model="sprites/laserbeam.spr") {
// precache the beam sprite
if (!IsModelPrecached(model))
PrecacheModel(model)
// spawn the beam and set the start point
local ent = SpawnEntityFromTable("env_quadraticbeam", {
origin = start
// model = model //model doesn't work here, need to SetModel after spawning
})
// set the beam sprite
ent.SetModel(model)
// set the end point for the beam
NetProps.SetPropVector(ent, "m_targetPosition", end)
// set the control point for the curve
NetProps.SetPropVector(ent, "m_controlPosition", control)
NetProps.SetPropFloat(ent, "m_scrollRate", 2)
NetProps.SetPropFloat(ent, "m_flWidth", 5)
// set the beam color
DoEntFire("!self", "color", color, 0, null, ent)
}
//Draw a beam from the players origin point to the nearest prop_dynamic in a 2048hu radius
local start_pos = GetListenServerHost().GetOrigin()
local end_pos = Entities.FindByClassnameNearest("prop_dynamic", start_pos, 2048).GetOrigin()
//set control point to map origin (0 0 0)
local control_pos = Vector()
SpawnQuadBeam(start_pos, end_pos, control_pos)