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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
Notes
- env_laser differs from env_beam in that instead of the beam being created between two points, the env_laser entity acts as the start point, with the beam extending to a target. The simplest target to use is the info_node entity, but anything with a name can be used, including brush-based entities (such as func_wall). In this case, the brush needs to be grouped with an origin brush that defines the targetted point. An origin brush is any brush with the texture called 'origin' on all faces.
*
If you have multiple entities with the same name as the laser target, the beam will jump from point to point randomly, originating always from the env_laser's location.