Table of contents1 Entity Description2 Keyvalues3 Flags4 Inputs5 Outputs6 See Also
Creates a visible energy beam running between two entities, in either a line or ring shape. Similar to env_laser.
Start and end points should (ideally) be info_targets, though almost any entity is acceptable, with the exception of info_null (which is removed during map compile), and entities that cannot be named (prop_static, func_detail and prop_detail). If both / all start and end point entities are destroyed in-game, the beam will no longer work.
Developers can specify a group of multiple starting / ending entities by giving them the same name. The env_beam will then randomly select one of these entities to use for each strike. If entity names for either points is omitted, a random point on a solid surface within the radius (specified in its Radius property) will be selected for each strike instead. If both points are omitted, the center will be the env_beam entity itself. Such randomized beams do not cause damage.
The beam will always visibly run from start to end, even through solid brushes. However, beam damage will be absorbed by the first solid thing it hits, such as props, players, or solid brushes. When blocked in this manner, a striking env_beam (Life > 0) will immediately discharge all damage upon impact of each strike (which means that players can walk into a beam strike after impact and not take damage), while a permanent beam (Life = 0) will inflict damage gradually.
- <target_source> The name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
|Literal Value ||Description |
|0 ||Normal |
|1 ||Slow Pulse |
|2 ||Fast Pulse |
|3 ||Slow Wide Pulse |
|4 ||Fast Wide Pulse |
|5 ||Slow Fade Away |
|6 ||Fast Fade Away |
|7 ||Slow Become Solid |
|8 ||Fast Become Solid |
|9 ||Slow Strobe |
|10 ||Fast Strobe |
|11 ||Faster Strobe |
|12 ||Slow Flicker |
|13 ||Fast Flicker |
|14 ||Constant Glow |
|15 ||Distort |
|16 ||Hologram (Distort + fade) |
|17 ||Scale up |
|22 ||Spotlight FX |
|23 ||Cull By Distance (TEST) |
|24 ||Fade Wider Pulse |
- <float> Float value to multiply sprite color by when running in HDR mode.
- <byte> Useless when set to 0
- <color255> Beam Color
- <integer> If the LightningStart and/or LightningEnd values are omitted, this radius determines the area within which the endpoints will randomly strike. A new random position will be appointed for every strike. (The Help text for this keyvalue is apparently wrong in Hammer.)
- <unsigned integer> Amount of time before the beam dies. Setting to zero will make the beam stay forever.
- <float> Width of the beam. Range: 1 to MAX_BEAM_WIDTH
- <float> The amount of noise in the beam. 0 is a perfectly straight beam. Range: 0 to MAX_BEAM_NOISEAMPLITUDE
- <sprite> The material used to draw the beam.
- <integer> Rate at which the beam texture should scroll along the beam. Range: 0 to MAX_BEAM_SCROLLSPEED
- <integer> Framerate at which the beam texture should animate, if it has multiple frames.
- <integer> The frame to start the beam texture on.
- <float> Refire time between random strikes of the beam. Only used if the 'Random Strike' spawnflag is set.
- <float> How much damage this beam does per second to things it hits when it is continually on, or instantaneously if it strikes. For continuous damage, the value should be greater than 10 or it may not work.
Damage is scaled to the difficulty setting:
- The "Easy" (
skill 1) setting causes 50% of the Damage / second value.
- The "Normal" (
skill 2) setting causes 100% of the Damage / second value.
- The "Hard" (
skill 3) setting causes 150% of the Damage / second value.
- <target_destination> Entity that the beam starts at. If omitted the entity will instead use a random position on any surface within its Radius value. A new random position will be appointed for every strike. See usage note above.
- <target_destination> Entity that the beam ends at. If omitted the entity will instead use a random position on any surface within its Radius value. A new random position will be appointed for every strike. See usage note above.
- <choices> If you want the beam to fire an output when touched by entities, choose the entity type here.
|Literal Value ||Description |
|0 ||Not a tripwire |
|1 ||Player Only |
|2 ||NPC Only |
|3 ||Player or NPC |
|4 ||Player or NPC or Physprop |
- <filterclass> Filter to use to see if activator triggers me. See filter_activator_name for more explanation.
- decalname [Episode One Update]
- <decal> Decal to be applied at the end of the beam
- Starts the map with the beam turned on.
- Obsolete. Replaced by the Toggle input of the Source I/O system. Used to toggle the beam on and off.
- When the beam has died, it will strike again randomly within a delay interval of 0 to the value in Strike again time (secs).
- Uses the starting and ending points as a diameter, drawing a beam ring between them instead of a straight line.
- Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its Start Entity.
- Every time the beam strikes or is turned on, the beam temporarily emits a small shower of sparks at its Ending Entity.
- Do not use. Places a decal scorch mark where a damaging beam hits the first solid (world brush or entity). Unfortunately this decal is enormous as a crater, obviously a square decal and horribly ugly.
- The beam fades out toward its Start Entity. Overrides Shade End. Does not work on striking beams or beam rings.
- The beam fades out toward its Ending Entity. Is overridden by Shade Start. Does not work on striking beams (Life > 0) or beam rings.
- Makes the beam taper out into a point towards its Ending Entity. Does not work on striking beams (Life > 0) or beam rings.
- Removes this entity from the world.
- Removes this entity and all its children from the world.
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- SetParent <target_destination>
- Changes the entity's parent in the movement hierarchy.
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
- SetParentAttachmentMaintainOffset <vector> [Episode One Update]
- Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Turns the beam on.
- Turns the beam off.
- Toggles the beam's state.
- Causes the beam to strike once. It will stay on for its set Life and then turn off (it will never turn off if Life is set to zero).
- Sets the rendercolor
- Set the NoiseAmplitude
- Set the TextureScroll
- Set the BoltWidth
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. !activator = activator
- Fired when an entity touches the beam. Only fired if the entity passes the 'Touch Type' choice. !activator = toucher
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