func_reflective_glass
From Valve Developer Community
Contents |
Entity description
A brush entity entity used to produce perfectly reflective glass that renders world + entities. You must use a reflectiveglass texture (glass/reflectiveglass001.vmt is a good start) on one side of the brush, and the rest of the sides nodraw textured for this to work properly.
It is currently incompatible with portals. It makes all entities invisible, should an "Infinite visual loop" occur.
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.
- invert_exclusion
- <boolean> If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
Flags
- 2 : Ignore player +USE
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
-
RenderFields:
-
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.
-
Shadow:
- EnableShadow
- DisableShadow
- Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.
-
EnableDisable:
-
Enable -
Disable - Enable/disable this entity from performing its task. It might also disappear from view.
- SetExcluded <target_destination> (New with Orange Box)
- Set excludednpc
- SetInvert <integer> (New with Orange Box)
- Set invert_exclusion
Outputs
-
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
