env_flare
Code classes:
CFlare
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
(models)CBaseEntity
(all ents)
env_flare
is a point entity present in the Half-Life 2 series. Creates a red flare. Useful for creating a dark environment with just enough light to navigate. The flickering red light of the flare creates a tense atmosphere and a strong feeling of fight-or-die. Flares are removed from the map once they burn out.
Tip: To make flares like the ones seen in Episode One, create a prop_physics
with the model props_junk/flare.mdl
. The rest (activation, burning, etc) is handled automatically. Note that this model was only added in Episode One.
Bug: Flares do not spark until one of the three inputs are sent.
Bug: Flares can spark underwater, even though they're supposed to create bubbles. The sparks appear to be the only part of a submerged flare visible from above the surface.
Flags[edit | edit source]
- 1: No DLight - Does not shine light onto nearby surfaces.
- 2: No Smoke
- 4: Infinite (lasts forever)
- 8: Start off - Completely hidden until sent Start or Launch. Warning: If the flare is sent Die before it's activated, a crash occurs.
Keyvalues[edit | edit source]
- Scale
(scale)
<float>
- Changes the size of the red sprite.
- Pitch Yaw Roll (Y Z X)
(angles)
<angle>
- Direction to Launch the flare in.
Duration(duration)
<float>
- No effect.
Inputs[edit | edit source]
- Start
<float>
- Tells the flare to burn for the specified number of seconds. 0 = infinite.
- Die
<float>
- Tells the flare to burn out over this many seconds. 0 = instant.
- Launch
<float>
- Sends the flare in the direction of Pitch Yaw Roll at this speed. The flare will not be affected by gravity before this point in time.