keyvalues
• targetname (string) - name
• LightningStart (string) - start entity
• LightningEnd (string) - ending entity
• Radius (integer) - radius
• renderfx (integer) - render fx
• renderamt (integer) - brightness (1 - 255)
• rendercolor (color255) - beam color (R G B)
• life (integer) - how many tenths of a second the beam stays on for, 0 is infinite
• BoltWidth (integer) - width of beam (in pixels*0.1, 0 - 255)
• NoiseAmplitude (integer) - amount of noise (0 - 255)
• texture (string) - sprite name ("sprites/laserbeam.spr")
• TextureScroll (integer) - how fast the texture should scroll across the beam (0 means it doesn't move).
• framerate (integer) - framerate at which to animate the sprite texture. 0 means no animation
• framestart (integer) - sprite frame to start on. with a framerate of 0, you can use this to select textures on different beams from the same sprite
• StrikeTime (integer) - how long to wait (after the beam expires) before turning it on again (this is in tenths of a second - 0 to 255)
• damage (integer) - damage per second
flags
• start on (1)
• toggle (2)
• random strike (4)
• ring (8)
• start sparks (16)
• end sparks (32)
• decal end (64)
• shade start (128)
• shade end (256)
notes
• general beam/lighting effect, draws a scrolling textured line between two points/entities
• if you want the texture to move backwards, reverse the start and end entities
• if you just want a beam between two points, use info_target entities to designate the points. it will work with other entities as well, but it will use their origin as the start point, so if its a brush entity (like a func_door or func_train) you must put an origin brush on it.
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