env_laser (Half-Life) Last edited 15 years ago2008-05-04 03:44:32 UTC

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Point Entity

Creates a damaging beam. Based on the env_beam, so everything it does can be done by an env_beam.

Attributes

[list]
[li]0 = Normal [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

Inputs

Outputs

Notes

*
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.

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