func_monitor

From Valve Developer Community

Jump to: navigation, search


Contents

Entity desciption

A monitor that renders the view from a given point_camera entity.

When a func_monitor is created, the surface in which the view from the point_camera will be displayed from must be assigned to a material that uses the special value "_rt_Camera" in its "$basetexture" property (such as the dev/dev_combinemonitor* and dev/dev_tvmonitor* textures). It is also a good idea to Justify to Fit in the Face Edit Sheet texture dialog for the combinemonitor surface so the camera view isn't cut off.

Any number of func_monitor entities can only display one point_camera view at any one time (unless you reprogram this entity in some way). So, if monitor A is set to show camera A, and monitor B is set to show camera B, both monitors would show camera A, unless either monitor A or camera A were disabled in-game. You can use info_camera_link as a workaround.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • Origin:

Origin <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
  • RenderFields:

Render Mode <choices>
Set a non-standard rendering mode on this entity. See Render Modes for details.
FX Amount (0 - 255) <int>
Intensity of the selected render mode.
FX Color (R G B) <color255>
Color used by the selected render mode (if applicable).
Disable Receiving Shadows <bool>
Prevents the entity from receiving shadows. To do: RTT and/or shadow map?

RenderFXChoices:

Render FX <choices>
Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.
  • Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.
  • EnableDisable:

Start Disabled <bool>
Stay dormant until activated (probably with the Enable input).
  • Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
  • _minlight
<float> The minimum level of ambient light that hits this brush.
  • Solidity
<choices> Used to control the solidity/collision of these brushes.
Literal Value Description
0 Toggle
1 Never Solid
2 Always Solid
  • solidbsp
<boolean> Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
  • excludednpc
<target_destination> If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
  • target
<target_destination> The point_camera in which the viewpoint is rendered from.

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
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 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • RenderFields:

Color <color255>
Set the rendercolor.
Alpha <byte>
Set the renderamt.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.
  • DisableShadow
Turn shadow off.
  • EnableShadow
Turn shadow on.
  • Toggle
Toggle on/off.
  • SetCamera <target_destination>
Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.

See also

Personal tools