material_modify_control

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This is a point entity available in all Source games.

Contents

Entity Description

An entity that can be used to directly control material vars. To use it, you need to make sure the .vmt of the material you intend to work with has the "MaterialModify" Material Proxy in use. Then, set this entity's parent to a brush or model entity using the material you want to control.

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.
  • materialName <string>
Material to modify
  • materialVar <string>
Variable of the material to modify

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.
  • 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.
  • SetMaterialVar <string>
Fire to modify a material variable. The argument is the value to set the variable to.
  • SetMaterialVarToCurrentTime
This sets the material variable to the current time on the server.
  • StartAnimSequence <string>
Force an animated material with the MaterialModifyAnimated proxy to play a set of animation frames.
Format: <Frame Start> <Frame End> <Frame Rate> <Loop>
Setting "Frame End" to -1 uses the last frame of the texture. "Loop" should be 1 or 0.
  • StartFloatLerp <string>
Force a material with the MaterialModifyAnimated proxy to lerp a material var between two floating point values.
Format: <Start Value> <End Value> <Transition Time> <Loop>
"Loop" should be 1 or 0.

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.
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