env_laser (Half-Life)
Last edited 5 years ago2018-12-27 04:39:18 UTC
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The env_laser entity creates a damaging line composed of a loop of
sprites with various effects. It is a derivative of the
env_beam entity.
Attributes
- Render FX (renderfx) - Gives the beam certain visual effects.
- Normal (0) - No visual effects.
- Slow Pulse (1) - Beam slowly pulses with transparency. Faint.
- Fast Pulse (2) - Beam quickly pulses with transparency. Faint.
- Slow Wide Pulse (3) - Beam slowly pulses with transparency. Strong.
- Fast Wide Pulse (4) - Beam quickly pulses with transparency. Strong.
- Slow Fade Away (5) - Seemingly unused.
- Fast Fade Away (6) - Seemingly unused.
- Slow Become Solid (7) - Seemingly unused.
- Fast Become Solid (8) - Seemingly unused.
- Slow Strobe (9) - A very slow strobe effect between visible and invisible.
- Fast Strobe (10) - A medium strobe effect between visible and invisible.
- Faster Strobe (11) - A very fast strobe effect between visible and invisible.
- Slow Flicker (13) - Beam flickers in and out of visibility.
- Fast Flicker (13) - Beam quickly flickers in and out of visibility.
- Constant Glow (14) - Seemingly unused.
- Distort (15) - Beam has a slight fast pulsing of transparency.
- Hologram (Distort + fade) (16) - Beam has a slight fast pulsing of transparency. Fades out with distance.
- Name (targetname) - Name is a general attribute used to identify entities.
- Pitch Yaw Roll (Y Z X) (angles) - Seemingly unused.
- Target of Laser (LaserTarget) - Sets the entity that marks the end of the laser. The laser will start at the env_laser entity and end at the entity named here.
- Brightness (1 - 255) (renderamt) - Sets the transparency of the beam. Scales from 1 (invisible) to 255 (solid).
- Beam Color (R G B) (rendercolor) - Sets the colour of the beam.
- Width of beam (pixels*0.1 0-255) (BoltWidth) - Sets the width of the beam. Measured in tenths of a unit. This attribute works like a radius; the beam will actually be twice as wide as the defined value.
- Amount of noise (0-255) (NoiseAmplitude) - Sets how erratic the beam will be. The beam will always start and end at the usual points, but the path of the beam will move randomly to a degree defined by this attribute. Scales from 0 (perfectly straight beam) to 255 (wildly moving beam).
- Sprite Name (texture) - This defines which sprite file the entity will use to form the beam. This accepts an input of the form "path/filename.spr" (starting from the root folder). (Example: "sprites/laserbeam.spr").
- End Sprite (EndSprite) - This defines a sprite that will be placed at the end of the beam. This accepts an input of the form "path/filename.spr" (starting from the root folder). (Example: "sprites/glow01.spr"). The sprite will have the same colour as the beam, and seems to use a render mode of "glow". The size of sprite seems to be locked to the default, regardless of the size of the beam.
- Texture Scroll Rate (0-100) (TextureScroll) - Sets how fast the sprites move along the beam. Scales from 0 (no movement) to 100 (extremely fast).
- Starting Frame (framestart) - Sets which frame of animation that the sprite should use.
- Damage / second (damage) - Sets how much damage the beam should do when you walk through it. Note that the damage is only dealt in a straight line between start and end point, regardless of any fluctuation in the beam from the Amount of Noise attribute.
Flags
- Start On (1) - If enabled, the beam will be turned on upon map start. Otherwise you will need to trigger the env_beam to turn it on.
- StartSparks (16) - If enabled, the start of the beam will spark when it is activated.
- EndSparks (32) - If enabled, the end of the beam will spark when it is activated.
- Decal End (64) - If enabled, the beam will draw a scorch decal on a surface it hits.
Notes
- The env_laser is almost identical to the env_beam entity. It lacks many options that env_beam has that are not particularly relevant to a laser. Thus, in most cases, using an env_beam instead of an env_laser would be advisable. However, the env_beam does not have the options to draw a sprite at the end of the beam, nor can it draw the scorch decals where the beam travels. Using an env_laser is only advised if you have a particular need for these functions.
- info_targets are often used for stationary start/end points. To make moving beams, use func_trains.
- The fluctuation of a beam (via the Amount of noise attribute) seems to be affected by the length of the beam; longer beams will be more affected by the same noise value.
- The sprite used in the beam does not seem to animate, though if the sprite has multiple frames, you can choose which frame it uses.
- If multiple entities have the same name as the Target of Laser, the beam will randomly choose a target from those entities. This can be used to create a random function by placing buttons triggered by damage in the path of the beams.
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