Shared-Entity: Beam/Lightning Emitter.
QUAKED env_beam (1 .5 0) (-8 -8 -8) (8 8 8) BEAM_STARTON BEAM_TOGGLE BEAM_RANDOMSTRIKE BEAM_RING BEAM_STARTSPARKS BEAM_ENDSPARKS BEAM_DECAL BEAM_SHADESTART BEAM_SHADEEND
OVERVIEW
Controllable beam effect, akin to lightning. Also known as env_lightning.
KEYS
- "targetname" : Name
- "LightningStart" : Targetname of the entity that acts as starting point for the beam.
- "LightningEnd" : Targetname of the entity that acts as an ending point for the beam.
- "Radius" : If either start/end point is undefined, it'll pick the nearest surface in this specified radius as start/end points.
- "life" : Lifetime of the beam in seconds.
- "StrikeTime" : Time in seconds before the beam reactivates.
- "damage" : Damage per second that's dealt when touching the inner beam.
- "texture" : Path to the sprite to use in place of a texture.
- "BoltWidth" : Thickness multiplier. 0-255 range.
- "NoiseAmplitude" : Amplitude multiplier. 0-255 range.
SPAWNFLAGS
- BEAM_STARTON (1) : Activate the beam at map start.
- BEAM_TOGGLE (2) : Beam can now be toggled off, else StrikeTime + life keys take over.
- BEAM_RANDOMSTRIKE (4) : Use variations in StrikeTime + life keys when set.
- BEAM_RING (8) : Instead of a beam, two points will connect into a ring.
- BEAM_STARTSPARKS (16) : TODO: Start of the beam will spark when set.
- BEAM_ENDSPARKS (32) : TODO: End of the beam will spark when set.
- BEAM_DECAL (64) : TODO: Presumably leaves decals when sparks hit a surface.
- BEAM_SHADESTART (128) : Beam will fade towards the start point when set.
- BEAM_SHADEEND (256) : Beam will fade towards the end point when set.
TRIVIA
This entity was introduced in Half-Life (1998).
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void | env_beam (void) |
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virtual void | Respawn (void) |
| Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
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virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. More...
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virtual void | EvaluateEntity (void) |
| Run each tic after physics are run to determine if we need to send updates over the network. More...
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virtual float | SendEntity (entity, float) |
| Called by the engine whenever we need to send a client an update about this entity. More...
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virtual void | Trigger (entity, triggermode_t) |
| Called whenever we're legacy triggered by another object or function. More...
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virtual void | Input (entity, string, string) |
| Called when we are being prompted by another object/function with an input message. More...
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nonvirtual void | CastLaser (void) |
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nonvirtual void | LaunchBeam (void) |
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nonvirtual void | EndBeam (void) |
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nonvirtual void | StopBeam (void) |
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nonvirtual void | FindLocation (void) |
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