The misc_emit entity is a client-sided entity type used to enrich your levels with non-vital information such as static models, particle torches, flickering lights, and ambient sounds. This entity is highly customizable based on several key-value pairs.
Similar to Quake 2's spawnflags key-value pair, a set of flags exists for enabling certain misc_emit features. Whenever possible, these are automatically resolved by the game engine based on the key-value pairs you have set on the entity. Still, you will sometimes need to add these values to the flags key-value pair manually.
EMIT_LIGHT 1
EMIT_SPARKS 2
EMIT_STEAM 4
EMIT_FLAME 8
EMIT_CORONA 16
EMIT_SOUND 32
EMIT_MODEL 64
EMIT_SPARKS EMIT_MODEL
.EMIT_LIGHT EMIT_CORONA
.EMIT_SPARKS
. Default is 12
.0.0
and smaller than 5.0
are most useful. Applicable to EMIT_LIGHT EMIT_SPARKS EMIT_STEAM EMIT_FLAME EMIT_SOUND
. Default is 0.01
.EMIT_LIGHT EMIT_SPARKS EMIT_STEAM EMIT_FLAME EMIT_SOUND
. Use the drift
key to add variance. Sane defaults are used where possible.outpost/tree
. The model must be a static mesh (i.e. not animated). It will be positioned according to the angles key. Applicable only to EMIT_MODEL
, which is set when this key is present.EMIT_LIGHT EMIT_CORONA EMIT_FLAME
. Defaults are 1.5
, 12.0
and 1.0
respectively.aghast/drip
. When no hz
value is provided to emits which have a sound key, they are treated as looped ambient sounds. Applicable only to EMIT_SOUND
, which is set when this key is present.EMIT_STEAM
EMIT_SOUND
A torch flame, automatically accompanied by a crackling fire sound effect:
{
// entity 1
"classname" "misc_emit"
"origin" "-24 512 256"
"flags" "8"
}
An ambient drip:
{
// entity 2
"classname" "misc_emit"
"origin" "786 1284 16"
"sound" "aghast/drip"
}
A flickering light with sparks:
{
// entity 3
"classname" "misc_emit"
"origin" "-224 640 -64"
"angles" "0 270 0"
"flags" "3"
"color" "1.0 0.9 0.5"
"radius" "1.25"
"count" "20"
"hz" "0.25"
"drift" "0.5"
}
A steam emitter, pointing downward and slightly north-east, and automatically accompanied by a hissing sound effect:
{
// entity 4
"classname" "misc_emit"
"origin" "216 -48 512"
"flags" "4"
"velocity" "10 10 -40"
}
A static mesh tree:
{
// entity 5
"classname" "misc_emit"
"origin" "-1024 -42 168"
"model" "outpost/tree"
"angles" "4 270 0"
}