Env fog (GoldSrc): Difference between revisions

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{{tabsBar|main=env_fog}}
{{tabsBar|main=env_fog}}
{{CD|CClientFog|goldsrc=1|base=CBaseEntity|nolink=1|file1=[https://github.com/ValveSoftware/halflife/blob/master/dmc/dlls/cbase.h cbase.h]<br>[https://github.com/ValveSoftware/halflife/blob/master/dmc/dlls/triggers.cpp triggers.cpp]}}
{{CD|CClientFog|goldsrc=1|base=CBaseEntity|nolink=1|file1=[https://github.com/ValveSoftware/halflife/blob/master/dmc/dlls/cbase.h cbase.h]<br>[https://github.com/ValveSoftware/halflife/blob/master/dmc/dlls/triggers.cpp triggers.cpp]}}
{{this is a|logical entity|name=env_fog|game=Counter-Strike 1 series|game1=Deathmatch Classic}} This entity is used to cover the map in fog. Most Counter-Strike FGDs do not come with this entity listed, it has to be manually added in the FGD to be used in Hammer.
{{this is a|logical entity|name=env_fog|game=Counter-Strike 1 series|game1=Deathmatch Classic|game2=Spirit of Half-Life}} This entity is used to cover the map in fog. Most Counter-Strike FGDs do not come with this entity listed, it has to be manually added in the FGD to be used in Hammer.
 
{{note|While {{dod|2}} has fog, it does not have this entity; the fog is applied automatically {{how}}, and is disabled when the player has the minimap open.}}


== Key values ==
== Key values ==
{{hl1 kv targetname}}
:In {{sohl}}, fog can be toggled by targeting it.
{{KV|Fog Color (R G B)|intn=rendercolor|color255|This property allows you to set the color of the fog using an "R G B" value. For example, for blue fog you could use "0 0 255".}}
{{KV|Fog Color (R G B)|intn=rendercolor|color255|This property allows you to set the color of the fog using an "R G B" value. For example, for blue fog you could use "0 0 255".}}
{{KV|Start distance|intn=startdist|int| This value defines how far away from the player the fog will start. At this range, the fog is completely transparent.|only={{dmc}} }}
{{KV|Start distance|intn=startdist|int|only={{dmc}}{{sohl}} | This value defines how far away from the player the fog will start. At this range, the fog is completely transparent.}}
{{KV|End distance|intn=enddist|int|This value defines how far away from the player the fog will end. At this point, the fog becomes 100% opaque.|only={{dmc}} }}
{{KV|End distance|intn=enddist|int|only={{dmc}}{{sohl}} |This value defines how far away from the player the fog will end. At this point, the fog becomes 100% opaque. }}
{{KV|Start distance|intn=fogStartDistance|int|Distance where the fog begins to appear.|only={{cs1series}} }}
{{KV|Start distance|intn=fogStartDistance|int|only={{czds}}|Distance where the fog begins to appear. }}
{{KV|Stop distance|intn=fogStopDistance|int|Distance where the fog ends to appear.|only={{cs1series}} }}
{{KV|Stop distance|intn=fogStopDistance|int|only={{czds}}|Distance where the fog ends to appear. }}
{{KV|Fog density|intn=density|int|Density of the fog.|only={{cs1series}} }}
{{KV|Fog density|intn=density|int|only={{cs}}{{cscz}} |Density of the fog.}}
{{KV|Fade in time|intn=fadein|integer|only={{sohl}}|}}
{{KV|Fade out time|intn=fadeout|integer|only={{sohl}}|}}
{{kV|<nowiki>Hold time (0 = permanent)</nowiki>|intn=holdtime|float|only={{sohl}}|}}


== Flags ==
== Flags ==
{{fl|1|Fog Affects Skybox|only={{cs1series}} }}
{{fl|1|Fog Affects Skybox|only={{czds}} }}{{confirm}}
{{fl|1|Start On|only={{sohl}}|If this entity has a targetname, it will start off unless this spawnflag is used.}}
{{fl|32768|Is Fading|only={{sohl}}|nofgd=1|Handled via game code; do not set manually.}}

Latest revision as of 08:40, 2 December 2025

Edit Tabs
C++ Class hierarchy
CClientFog
CBaseEntity
C++ cbase.h
triggers.cpp

env_fog is a logical entity available in Counter-Strike 1 seriesCounter-Strike 1 seriesCounter-Strike 1 series Counter-Strike 1 series, Deathmatch Classic Deathmatch Classic, and Spirit of Half-Life Spirit of Half-Life. This entity is used to cover the map in fog. Most Counter-Strike FGDs do not come with this entity listed, it has to be manually added in the FGD to be used in Hammer.

Note.pngNote:While Day of Defeat Day of Defeat has fog, it does not have this entity; the fog is applied automatically [How?], and is disabled when the player has the minimap open.

Key values

Name (targetname) <string>
The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
In Spirit of Half-Life, fog can be toggled by targeting it.
Fog Color (R G B) (rendercolor) <color255>
This property allows you to set the color of the fog using an "R G B" value. For example, for blue fog you could use "0 0 255".
Start distance (startdist) <integer> (only in Deathmatch ClassicSpirit of Half-Life)
This value defines how far away from the player the fog will start. At this range, the fog is completely transparent.
End distance (enddist) <integer> (only in Deathmatch ClassicSpirit of Half-Life)
This value defines how far away from the player the fog will end. At this point, the fog becomes 100% opaque.
Start distance (fogStartDistance) <integer> (only in Condition Zero Deleted Scenes)
Distance where the fog begins to appear.
Stop distance (fogStopDistance) <integer> (only in Condition Zero Deleted Scenes)
Distance where the fog ends to appear.
Fog density (density) <integer> (only in Counter-StrikeCounter-Strike: Condition Zero)
Density of the fog.
Fade in time (fadein) <integer> (only in Spirit of Half-Life)
Fade out time (fadeout) <integer> (only in Spirit of Half-Life)
Hold time (0 = permanent) (holdtime) <float> (only in Spirit of Half-Life)

Flags

Fog Affects Skybox : [1] (only in Condition Zero Deleted Scenes)[confirm]
Start On : [1] (only in Spirit of Half-Life)
If this entity has a targetname, it will start off unless this spawnflag is used.
Is Fading : [32768] (only in Spirit of Half-Life) !FGD
Handled via game code; do not set manually.