Env sprite oriented

From Valve Developer Community

This point-based entity is available in all Source games.

Table of contents

Entity description

A env_sprite that allows orientation.

  • Image:Todo.png To do: This appears to be exactly the same as env_sprite except for the addition of the angles keyvalue which probably modifies or overrides the env_sprite behaviour vis: "Sprites always face the player, unless they are restricted to rotating on certain axes as specified in the VTF compile parameters."
  • This entity should be treated as an "override" for certain sprite effects, as more specific controls already exist for env_fire, env_steam, and env_lightglow.

Keyvalues

Pitch Yaw Roll (Y Z X)
This entity's angular orientation in the world (also used for angular effect entities).
  • framerate <string>
Rate at which the sprite should animate, if at all.
Default value is 10.0 fps.
  • model <sprite_name>
<sprite_name> is the Material of the sprite to be drawn.
Default is "sprites/glow01.spr".
Warning.png Warning: When choosing a sprite from the sprite browser, the name it provides does not contain the required .spr/.vmt file extension. While the sprite preview can find the sprite, the extension needs to be typed in by hand for the engine to be able to find the sprite in-game.
  • scale <string>
Scale multiplier of the sprite.
Warning.png Warning: The sprite preview doesn't display sprites at the right scale. The sprite preview scale is preset to 0.25, while sprite scale in-game is preset to 1.0. To correct the preview scale, set this keyvalue (to any value).
  • GlowProxySize <float>
Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
Default value is 2.0.
  • HDRColorScale <float>
Float value to multiply sprite color by when running in HDR mode. Default is 1.0.
  • mindxlevel
<choices> Minimum DX Level
Literal Value Description
0 default (lowest)
70 dx7
  • maxdxlevel
<choices> Maximum DX Level
Literal Value Description
0 default (lowest)
60 dx6
  • renderfx
<choices>
Literal Value Description
0 Normal
1 Slow Pulse
2 Fast Pulse
3 Slow Wide Pulse
4 Fast Wide Pulse
5 Slow Fade Away
6 Fast Fade Away
7 Slow Become Solid
8 Fast Become Solid
9 Slow Strobe
10 Fast Strobe
11 Faster Strobe
12 Slow Flicker
13 Fast Flicker
14 Constant Glow
15 Distort
16 Hologram (Distort + fade)
17 Scale up
22 Spotlight FX
23 Cull By Distance (TEST)
24 Fade Wider Pulse
  • rendermode
<choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
Literal Value Render Mode Description (Click for more info.)
0 Normal Default rendering.
1 Color Obsolete.
2 Texture Plain opacity.
3 Glow No Z buffer checks. Fixed size on screen.
4 Solid / Alphatest Obsolete. (Use alphatest capabilities in materials instead.)
5 Additive Obsolete. Add this entity's color to what's behind it.
7 Additive Fractional Frame Obsolete? Blend between animation frames.
8 Alpha Add (Not in FGD.) Add alpha.
9 World Space Glow No Z buffer checks. Fixed size in world (as opposed to on screen).
10 Dont Render / None Don't render.
  • renderamt
<integer> FX Amount (0 - 255) - How opaque the entity will be rendered. (0 is fully transparent, while 255 is fully opaque). Will not work if the rendermode keyvalue is set to Normal or Dont Render.
  • rendercolor
<color255> FX Color - What color the entity will be rendered in (to the degree of the opacity set with renderamt).
Warning.png Warning: The only render modes that render sprite transparency are Glow, Additive, Additive Fractional Frame and World Space Glow.
Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities move with their Parent.
Defines the name that other entities refer to this entity by.
  • hammerid [Episode Two Update]
<integer readonly> This id is used for debugging purposes in Hammer.

Flags

  • 1 : Start on
  • 2 : Play Once

Inputs

  • SetScale <float>
Set the scale (0 - 8.0).
  • HideSprite
Hide the sprite. Won't be drawn until the ShowSprite input is received.
  • ShowSprite
Show the sprite.
  • ToggleSprite
Toggle the sprite between hidden and shown.
  • ColorRedValue <float>
Change red color channel's value (0-255)
  • ColorGreenValue <float>
Change green color channel's value (0-255)
  • ColorBlueValue <float>
Change blue color channel's value (0-255)
Changes the entity's parent in the movement hierarchy.
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
Removes this entity from its current movement hierarchy.
Set the rendercolor.
Set the renderamt.
  • Kill
Removes this entity from the world.
Removes this entity and all its children from the world.
  • AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator