Special effects
Abstract Coding series Discuss your thoughts - Help us develop the articles or ideas you want |
---|
Levels & XP | Optimization | Procedural Textures | Sights & Sniperrifles | Special effects | Vehicles | Threads | Save Game Files | Night Vision | Non-offensive Weapons | Dynamic Weapon Spawns | Dynamic Weapon Spawns (Advanced) |
Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want |
---|
Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie |
Mapping
Articles
Entities
These are effects that can be added to maps without messing with code or configuration files.
- env_beam — laser or column of light; See also env_laser
- env_blood — spatters blood
- env_bubbles — creates bubbles inside a volume
- env_citadel_energy_core
- env_effectscript (advanced)
- env_embers — creates embers inside a volume
- env_entity_igniter — lights things on fire
- env_fade — camera fade, eg fade to black or fade from black
- env_fire — fire or plasma
- env_firesource — causes nearby combustible items to burn
- env_flare — red flare (like a road flare)
- env_fog_controller — adds fog to level; See also Dust, Fog, & Smoke
- env_funnel — teleporter funnel effect from HL1
- env_gunfire — shoots tracers
- env_laser — laser; See also env_beam
- env_lightglow — puts a glowing halo around a light source
- env_muzzleflash
- env_particlescript (advanced)
- env_rotorshooter — shoots out gibs when near a helicopter
- env_rotorwash — causes small objects to blow around when near a helicopter
- env_screenoverlay — superimposes an image over the player's view; See also script_intro
- env_shake — vibrations, tremors, and earthquakes
- env_shooter — shoots entities, models, or sprites
- env_spark — creates sparks
- env_splash — creates a splash in water
- env_sprite
- env_starfield — a moving starfield, as seen in the end of HL1
- env_steam — a jet of steam
- env_sun — creates a glare in the sky; used to make the sun look more realistic
- env_terrainmorph
- env_texturetoggle (may require custom materials)
- env_tonemap_controller — adjusts the light sensitivity of the player's virtual eyes
- env_wind — controls wind inside a volume
- env_zoom — controls the player's FOV
- func_illusionary — non-solid wall/floor/whatever
- func_precipitation — rain,snow,or ash
- infodecal — decals; can be used for many purposes, including stains, marks, crumbling plaster, and blood
- light_dynamic — moving lights, possibly colored
- point_tesla — lightning and electricity effects
- shadow_control — colored shadows
- trigger_physics_trap — dissolves NPCs
- trigger_wind — Causes the player to be pushed like strong wind