Func occluder
From Valve Developer Community
This Brush-based Entity is available in all Source Games.
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Entity Description
A brush entity that hides all types of prop that are entirely covered by it in the player's view, according to how it has been textured. They are used to control visbility in places where func_areaportals or brushes are unsuitable.
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Texturing
This entity works according to how materials has been applied to it:
- All sides covered with the occluder or trigger materials will occlude.
- All sides covered with the skip or nodraw materials, will not occlude.
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Occuders and Areaportals
There are several important differences between occluders and areaportals:
- An occluder only hides props, not world geometery or static brushes.
- An occluder does not split visleaves.
- An occluder can be free standing and does not need to separate two areas.
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Debugging commands
r_drawpixelvisibility
- Show the occlusion proxies
r_occludeemaxarea
- Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea
- Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occlusionspew
- Activate/deactivates spew about what the occlusion system is doing.
r_occludermincount
- At least this many occluders will be used, no matter how big they are.
r_occlusion
- Activate/deactivate the occlusion system.
r_visocclusion
- Activate/deactivate wireframe rendering of what the occlusion system is doing.
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Keyvalues
- targetname <target_source>
- 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.
- StartActive
- <choices> Initial State
Literal Value Description 0 Inactive 1 Active
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Inputs
- 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.
- Activate
- Deactivate
- Toggle
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Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator

