Env_beam

Flippage

Newbie
Joined
Nov 15, 2004
Messages
172
Reaction score
0
Ok, I'm just trying to get an env_beam to work in CSS.

I haven't used beams before, so I wasnt sure how to do it exactly but, here's what I did:

1) Made an env_beam entity. Named it beam1.
2) Placed a block and made it a func_wall. Then made another on the opposite side of the room.
3) Called them beam1start and beam1end
4) Set those as the starting and ending entities in the env_beam entity properties.
5) Set up the beam, so that it is infinite, red, straight, and "Starts on"

Now, I went into CSS and tried it out, but there is no beam.

My question is, am I doing something wrong? Like, should those func_walls be something else? I am not too sure how to go about it.

Help is appreciated.
Thanks
 
I have trouble with beams too, I can't even get them to work in HL2 or DM. Thanks for the link, I'll try that out.
 
It worked for me in HL2. Did you set life to 0. Maybe the sprite doesn't exists, it should if you use the default one but... I even made the beam to be attached to a physbox I think, I remember shooting the block and the beam followed the entity correctly.
 
solved it. turns out you need info_target's on either side of the beam.

so yeh, if you are having trouble, follow what I did in my first post, but instead of func_wall's put in info_target's
 
You shouldn't be using func_wall in any case, as it's been superseded by func_brush :P All obsolete entities must die!

Interestingly, dynamic entities like func_door and func_tracktrain work as env_beam endpoints. I don't know why func_brush wouldn't.
 
Well, the instructions with the env_beam weren't exactly helpful. Just asked me for the entity names to be used as start and end points for it, so I naturally assumed that any entity would do.
 
Back
Top