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Point EntityCreates a damaging beam. Based on the env_beam, so everything it does can be done by an env_beam.
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]Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.[/li]
[li]Target of laser (LaserTarget) - The beam will be emitted by the entity and will end at this target.[/li]
[li]Brightness (renderamt) - The higher this number, the less transparent the beam.[/li]
[li]Beam Color (rendercolor)[/li]
[li]Width of beam (width) - The beam width. It will be rendered in-game as the number multiplied by 0.1 to produce the width in pixels. Range: 0-255.[/li]
[li]Amount of noise (NoiseAmplitude) - The higher this value, the more the beam jumps around. 0 is stationary. Range: 0-255.[/li]
[li]Sprite name (texture) - The name of the sprite used as a texture. Default is 'sprites/laserbeam.spr'.[/li]
[li]End Sprite (EndSprite) - This sprite is placed where the laser beam ends.[/li]
[li]Texture Scroll Rate (TextureScroll) - The speed at which the texture sprite scrolls across the beam. Range: 0-100.[/li]
[li]Starting Frame (framestart) - Set the frame on which to begin animating. Allows you to select different-looking beams from a multi-frame (animated) sprite.[/li]
[li]Damage / second (damage) - Specify the amount of damage to be done per second by the beam.[/li]
[/list]
Flags
- Start On (1)
- Start Sparks (16) - Makes sparks shoot out of the env_laser's point.
- End Sparks (32) - Sparks are emitted from the target (end) point.
- Decal End (64) - Creates scorch marks at the end of the beam.
Inputs
Outputs
*