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Point EntityCreates a laser or beam effect between two points
Attributes
- Name (targetname) - Property used to identify entities.
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
[list]
[li]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 and Fade)[/li]
[li]Start Entity (LightningStart) - The name of the entity at which the beam will begin.[/li]
[li]Ending Entity (LightningEnd) - The name of the entity at which the beam will end.[/li]
[li]Brightness (renderamt)[/li]
[li]Beam Color (rendercolor)[/li]
[li]Radius (Radius) - Noise radius.[/li]
[li]Life (life) - Time for beam to stay on, in seconds. 0 is infinite.[/li]
[li]Width of beam (BoltWidth) - Width of beam in (pixels*0.1). Range: 0-255.[/li]
[li]Amount of noise (NoiseAmplitude) - Range: 0-255.[/li]
[li]Sprite Name (texture) - Name of sprite to use as beam's texture[/li]
[li]Texture Scroll Rate (TextureScroll) - How fast the texture should scroll along the beam. Range: 0-100.[/li]
[li]Frames per 10 seconds (framerate) - Framerate for sprite texture animation (0 is none)[/li]
[li]Starting Frame (framestart) - Sprite animation frame at which to begin.[/li]
[li]Strike again time (StrikeTime) - How long to wait after the beam has turned itself off before it should start again, in 10ths of a second. Range: 0-255.[/li]
[li]Damage / second (damage) - Damage done to monsters / player when beam hits them.[/li]
[/list]
Flags
- Start On (1)
- Toggle (2)
- Random Strike (4)
- Ring (8) - Forms a ring between the two targets.
- StartSparks (16)
- EndSparks (32)
- Decal End (64) - Decals (bullet holes) appear where the beam hits objects.
- Shade Start (128) - Start of beam fades away
- Shade End (256) - End of beam fades away.
Inputs
Outputs
*