func_monitor
Class hierarchy |
---|
CFuncMonitor |
Func_Monitor.cpp
|
func_monitor
is a brush entity available in all Source and Source 2 games except Left 4 Dead series. It displays a real-time scene captured from a point_camera somewhere else in the world.
In Source for the entity to work, the surface(s) on which the camera view will be displayed must have a material with $basetexture _rt_Camera
. Stock materials that work are dev\dev_combinemonitor*
and dev\dev_tvmonitor*
.
Bug:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in Team Fortress 2. [todo tested in?]
Note:Unless you set up multiple render textures in your mod's binaries, only one point_camera can be rendered at any one time. The first camera in the map will appear on all monitors.
Code:To enable monitors in your non-HL2 mod, you must:
- Include the entity's client .cpp file (found in
\client\hl2\
). - Include the entity's server .cpp and .h files (found in
\server\hl2\
). #define USE_MONITORS
at the top of\client\viewrender.cpp
and\client\view.cpp
.- Fix a multiplayer bug in
CPointCamera::CPointCamera()
by settingm_bActive
to true.
Contents
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Camera name
(target)
<targetname> - The camera to render.
Inputs
SetCamera
<targetname>- Sets the camera to use for this monitor. Takes the name of a
point_camera
entity in the map.
Toggle
- Enables the entity if it is disabled, and disables if it is enabled.
Enable
- Make the entity visible and solid.
Disable
- Make the entity invisible and non-solid.
FGD Code
See also
info_camera_link
- For rendering point_cameras on models.point_camera
env_speaker