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Env screeneffect: Difference between revisions

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(Undo revision 487182 by Gtamike (talk) What does that even mean and why write about an output here? rephrase?)
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Latest revision as of 08:21, 17 August 2025

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C++ Class hierarchy
CEnvScreenEffect
CPointEntity
CBaseEntity
C++ env_screenoverlay.cpp

env_screeneffect is a logical entity available in all Source Source games. It allows screenspace effects to be played on the player's view.

Icon-Bug.pngBug:Does not function in Team Fortress 2 Team Fortress 2 and Portal 2 Portal 2.
Icon-Bug.pngBug:Causes a memory leak in Left 4 Dead 2 Left 4 Dead 2 by spamming garbage data to the console, do not use this entity for that game!
Icon-Bug.pngBug:Effects will not work properly if func_reflective_glass or water with planar reflections is in player's field of view. env_fade also can't hide everything at such moment. Example.  (tested in: Half-Life 2,Portal,Portal 2: Community Edition,Black Mesa)

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Effect Type (type) <choices>
Which effect to use.
  • 0: Advisor Stun
  • 1: Intro Blur
  • 2: Groggy Vision

Inputs

StartEffect <floatRedirectInput/float>
Start the effect with the duration in seconds as the passed parameter.
StopEffect <floatRedirectInput/float>
Fade out the effect over the duration in seconds as the passed parameter.