fx_explosion
Description
Explosion effects. There are 3 instances of this entity name in SiN. Even though all 3 have the same name, they are 3 separate distinct entities (this is why the same name appears 3 times in SinEd's entity selection menu and in the entity dialog). Each instance is basically a sphere and each uses a different model and skin. The first instance can be animated while the other 2 cannot. None of these produce any sound or damage effects.
fx_explosion - 1st Instance
Keys
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model:
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name of entity's model definition file (sphere.def). Do not change.
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scale:
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controls size of model in the game (ex: 1.0).
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alpha:
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translucency of model in game. Values are from 0-1 (default: 1).
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targetname:
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name referred to when controlled by a script.
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Spawnflags
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Notes
This model, when animated, produces an "expanding explosion ball" kind of visual effect. The model will only animate if you give the entity a targetname and use the "animate" command in a script.
This fx entity can be bound to a func_scriptobject or a func_scriptmodel with the "bind" command. Thereafter, if the script object/model is moved or rotated, the fx entity will follow.
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fx_explosion - 2nd Instance
Keys
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model:
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name of entity's model definition file (sphere2.def). Do not change.
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scale:
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controls size of model in the game (ex: 1.0).
|
alpha:
|
translucency of model in game. Values are from 0-1 (default: 1).
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targetname:
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name referred to when controlled by a script.
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Spawnflags
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Notes
This model is static and cannot be animated.
This fx entity can be bound to a func_scriptobject or a func_scriptmodel with the "bind" command. Thereafter, if the script object/model is moved or rotated, the fx entity will follow.
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fx_explosion - 3rd Instance
Keys
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model:
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name of entity's model definition file (sphere3.def). Do not change.
|
scale:
|
controls size of model in the game (ex: 1.0).
|
alpha:
|
translucency of model in game. Values are from 0-1 (default: 1).
|
targetname:
|
name referred to when controlled by a script.
|
|
Spawnflags
|
|
Notes
This model is static and cannot be animated.
This fx entity can be bound to a func_scriptobject or a func_scriptmodel with the "bind" command. Thereafter, if the script object/model is moved or rotated, the fx entity will follow.
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