Env detail controller: Difference between revisions
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(position in the world irrelevant so it's logical entity) |
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{{ | {{Ent not in fgd|none|except={{css}}{{csgo}}{{l4ds}}}} | ||
{{ | {{CD|CEnvDetailController|file1=env_detail_controller.cpp}} | ||
{{This is a|logical entity|name=env_detail_controller}} It overrides the fade distances for all [[Prop Types Overview#prop_detail|details sprites]] in the map. | |||
{{note|This entity is broken in {{csgo}}. Changing the fade distance does nothing.}} | |||
==Keyvalues== | == Keyvalues == | ||
{{KV|Start Fade Dist/Pixels | {{KV|Start Fade Dist/Pixels|intn=fademindist|integer|The distance at which the detail props will start fading away.}} | ||
{{KV|End Fade Dist/Pixels | {{KV|End Fade Dist/Pixels|intn=fademaxdist|integer|The distance at which the detail props will stop fading and stop drawing entirely.}} | ||
{{ | :{{warning|Changing these keyvalues in-game via [[AddOutput]] doesn't seem to have any effect, only the initial values affect the detail fading (tested in {{l4d2}})}} | ||
== | == FGD Code == | ||
<source lang=cpp> | |||
@PointClass base(Angles) = env_detail_controller : "An entity that lets you control the fade distances for detail props." | |||
[ | |||
fademindist(float) : "Start Fade Dist/Pixels" : 400 : "Distance at which the prop starts to fade." | |||
fademaxdist(float) : "End Fade Dist/Pixels" : 1200 : "Maximum distance at which the prop is visible." | |||
] | |||
</source> | |||
== | == See also == | ||
{{ | * {{ent|func_detail_blocker}} |
Latest revision as of 04:21, 29 April 2025

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CEnvDetailController |
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env_detail_controller
is a logical entity available in all Source games. It overrides the fade distances for all details sprites in the map.
Keyvalues
- Start Fade Dist/Pixels (fademindist) <integer>
- The distance at which the detail props will start fading away.
- End Fade Dist/Pixels (fademaxdist) <integer>
- The distance at which the detail props will stop fading and stop drawing entirely.
Warning:Changing these keyvalues in-game via AddOutput doesn't seem to have any effect, only the initial values affect the detail fading (tested in
)
FGD Code
@PointClass base(Angles) = env_detail_controller : "An entity that lets you control the fade distances for detail props."
[
fademindist(float) : "Start Fade Dist/Pixels" : 400 : "Distance at which the prop starts to fade."
fademaxdist(float) : "End Fade Dist/Pixels" : 1200 : "Maximum distance at which the prop is visible."
]