env_beam

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.

related topics

info_target

Overview of env_ entities

Entity Guide Overview