Difference between revisions of "CLightning (CS)"
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* '''Classname''': CLightning. <br /> | * '''Classname''': CLightning. <br /> | ||
− | * ''' | + | * '''Inheriting Instances''': env_beam, env_lightning.<br /> |
* '''Description''': Creates a laser or beam effect between two points. <br /> | * '''Description''': Creates a laser or beam effect between two points. <br /> | ||
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== Class Hierarchy == | == Class Hierarchy == | ||
− | * [[CBaseEntity | + | * [[CBaseEntity (CS)|CBaseEntity]] |
− | ** [[CBeam | + | ** [[CBeam (CS)|CBeam ''(beam)'']] |
*** '''CLightning''' ''(env_lightning, env_beam)'' | *** '''CLightning''' ''(env_lightning, env_beam)'' | ||
− | == Entity | + | == Entity Data == |
− | <tt> | + | <tt>W = Windows |</tt><tt> L = Linux</tt> |
{| cellpadding="4" | {| cellpadding="4" | ||
|- class="t2th" | |- class="t2th" | ||
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* You can create moving beams by using func_trains as the targets, but they need an origin brush for the beam to aim at. | * You can create moving beams by using func_trains as the targets, but they need an origin brush for the beam to aim at. | ||
* It is possible to have the beam target random points. If you leave the end entity undefined, the beam will fire from the start entity to a random direction until it hits a wall. This is very usefull for example on teleporters because you don't have to define loads of target points. If you leave both the start and end entity undefined, it will trace a line in a random direction from the actual env_beam entity for a start point and an another one from this point to get the end point. The beam will project between the points. This is totally random but could be used to create some kind of energy storm effect or something. | * It is possible to have the beam target random points. If you leave the end entity undefined, the beam will fire from the start entity to a random direction until it hits a wall. This is very usefull for example on teleporters because you don't have to define loads of target points. If you leave both the start and end entity undefined, it will trace a line in a random direction from the actual env_beam entity for a start point and an another one from this point to get the end point. The beam will project between the points. This is totally random but could be used to create some kind of energy storm effect or something. | ||
+ | |||
+ | |||
+ | == HLSDK Reference == | ||
+ | |||
+ | * [http://svn.tcwonline.org/viewvc.cgi/hlsdk/dlls/effects.h?view=markup&root=amxmodx effects.h] ''(line 105)'' | ||
+ | * [http://svn.tcwonline.org/viewvc.cgi/hlsdk/dlls/effects.cpp?view=markup&root=amxmodx effects.cpp] ''(line 438)'' | ||
+ | |||
+ | |||
+ | == Related Links == | ||
+ | |||
+ | * [http://twhl.co.za/wiki.php?id=10 TWHL] |
Latest revision as of 06:25, 27 April 2009
Contents
Basic Information
- Classname: CLightning.
- Inheriting Instances: env_beam, env_lightning.
- Description: Creates a laser or beam effect between two points.
Class Hierarchy
- CBaseEntity
- CBeam (beam)
- CLightning (env_lightning, env_beam)
- CBeam (beam)
Entity Data
W = Windows | L = Linux
Name | W. Offset | L. Offset | L. Diff | Type | Description |
---|---|---|---|---|---|
m_active | 34 | 39 | +5 | int | If beam should start on. ( used with SF_BEAM_STARTON spawnflag ) |
m_iszStartEntity | 35 | 40 | +5 | int | The name of the entity at which the beam will begin. |
m_iszEndEntity | 36 | 41 | +5 | int | The name of the entity at which the beam will end. |
m_life | 37 | 42 | +5 | float | Time for beam to stay on, in seconds. 0 is infinite. |
m_boltWidth | 38 | 43 | +5 | int | Width of beam in (pixels*0.1). Range: 0-255. |
m_noiseAmplitude | 39 | 44 | +5 | int | Amount of noise (NoiseAmplitude) - Range: 0-255. |
m_brightness | 40 | 45 | +5 | int | Brightness. (renderamt) |
m_speed | 41 | 46 | +5 | int | Texture Scroll Rate (TextureScroll) - How fast the texture should scroll along the beam. Range: 0-100. |
m_restrike | 42 | 47 | +5 | float | 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. |
m_spriteTexture | 43 | 48 | +5 | int | Sprite index. ( from precache_model() ) |
m_iszSpriteName | 44 | 49 | +5 | int | Sprite Name (texture) - Name of sprite to use as beam's texture. |
m_frameStart | 45 | 50 | +5 | int | Starting Frame (framestart) - Sprite animation frame at which to begin. |
m_radius | 46 | 51 | +5 | float | Radius (Radius) - Noise radius. |
Entity 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:
- 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)
- Start Entity (LightningStart) - The name of the entity at which the beam will begin.
- Ending Entity (LightningEnd) - The name of the entity at which the beam will end.
- Brightness (renderamt)
- Beam Color (rendercolor)
- Radius (Radius) - Noise radius.
- Life (life) - Time for beam to stay on, in seconds. 0 is infinite.
- Width of beam (BoltWidth) - Width of beam in (pixels*0.1). Range: 0-255.
- Amount of noise (NoiseAmplitude) - Range: 0-255.
- Sprite Name (texture) - Name of sprite to use as beam's texture
- Texture Scroll Rate (TextureScroll) - How fast the texture should scroll along the beam. Range: 0-100.
- Frames per 10 seconds (framerate) - Framerate for sprite texture animation (0 is none)
- Starting Frame (framestart) - Sprite animation frame at which to begin.
- 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.
- Damage / second (damage) - Damage done to monsters / player when beam hits them.
Entity Flags
// Spawn Flags #define SF_BEAM_STARTON 0x0001 #define SF_BEAM_TOGGLE 0x0002 #define SF_BEAM_RANDOM 0x0004 #define SF_BEAM_RING 0x0008 // Forms a ring between the two targets. #define SF_BEAM_SPARKSTART 0x0010 #define SF_BEAM_SPARKEND 0x0020 #define SF_BEAM_DECALS 0x0040 // Decals (bullet holes) appear where the beam hits objects. #define SF_BEAM_SHADEIN 0x0080 // Start of beam fades away. #define SF_BEAM_SHADEOUT 0x0100 // End of beam fades away. #define SF_BEAM_TEMPORARY 0x8000
Notes
- Info_target entities can be used as the beam start and end points when the Ring flag is off.
- Only some point entities works as end and start points for beams with the Ring flag on.
For example, monster_barney and weapon_rpg entities works, while light, info_target and path_corner entites does not.
All brush entities with an origin brush works, though. - You can create moving beams by using func_trains as the targets, but they need an origin brush for the beam to aim at.
- It is possible to have the beam target random points. If you leave the end entity undefined, the beam will fire from the start entity to a random direction until it hits a wall. This is very usefull for example on teleporters because you don't have to define loads of target points. If you leave both the start and end entity undefined, it will trace a line in a random direction from the actual env_beam entity for a start point and an another one from this point to get the end point. The beam will project between the points. This is totally random but could be used to create some kind of energy storm effect or something.
HLSDK Reference
- effects.h (line 105)
- effects.cpp (line 438)