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Func monitor: Difference between revisions

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{{wrongtitle|title=func_monitor}}
{{Ent not in fgd}}
{{CD|CFuncMonitor|base=CFuncBrush|file1=Func_Monitor.cpp}}
{{this is a|brush entity|name=func_monitor|except=Left 4 Dead series|engine=Source|engine1=Source 2}} It displays a real-time scene captured from a [[point_camera]] somewhere else in the world.


==Entity Desciption==
In {{src|4}} for the entity to work, the surface(s) on which the camera view will be displayed must have a material with <code>[[$basetexture]] _rt_Camera</code>. Stock materials that work are <code>dev\dev_combinemonitor*</code> and <code>dev\dev_tvmonitor*</code>.


A monitor that renders the view from a given [[point_camera]] entity.  
[[File:City17 trainstation.jpg|250px|thumbnail|right|A broadcast from Dr. Breen.]]
When a func_monitor is created, the surface in which the view from the [[point_camera]] will be displayed from must be assigned to a material that uses the special value "[[_rt_Camera]]" in its "$basetexture" property (such as the dev/dev_combinemonitor* and dev/dev_tvmonitor* textures). It is also a good idea to Justify to Fit in the Face Edit Sheet texture dialog for the combinemonitor surface so the camera view isn't cut off.


Any number of func_monitor entities can only display ''one'' point_camera view at any one time (unless you reprogram this entity in some way). So, if monitor A is set to show camera A, and monitor B is set to show camera B, both monitors would show camera A, unless either monitor A or camera A were disabled ingame.
{{bug|Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in {{tf2|2.bold}}.}}
{{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. Multiple cameras at once are technically possible, as long as you ensure that only one func_monitor is in the [[PVS]] at any given time, although this will not work in splitscreen (but will work in online multiplayer).}}
{{codenote|To enable monitors in your non-HL2 mod, you must:
* Include the entity's client .cpp file (found in <code>\client\hl2\</code>).
* Include the entity's server .cpp and .h files (found in <code>\server\hl2\</code>).
* <code>#define USE_MONITORS</code> at the top of <code>\client\viewrender.cpp</code> and <code>\client\view.cpp</code>.
* Fix a multiplayer bug in <code>CPointCamera::CPointCamera()</code> by setting <code>m_bActive</code> to true.}}


==Keyvalues==
==Keyvalues==
* {{kv targetname}}
{{KV Targetname}}
* {{kv parentname}}
{{KV|Camera name|intn=target|targetname|The camera to render.}}
* {{kv origin}}
* {{kv renderfields}}
* {{kv global}}
* {{kv enabledisable}}
* {{kv shadow}}
* '''_minlight'''
: <float> The minimum level of ambient light that hits this brush.
* '''Solidity'''
: <choices> Used to control the solidity/collision of these brushes.
:{|
! Literal Value || Description
|-
| 0 || Toggle
|-
| 1 || Never Solid
|-
| 2 || Always Solid
|}
* '''solidbsp'''
: {{boolean}} Set this if this brush is in heirarchy with a moving object of some kind, and the player can stand on this brush.
* '''excludednpc'''
: <target_destination> If an NPC classname (i.e. [[npc_zombie]]) is specified here, NPCs of that type won't collide with these brushes.
*'''target'''
:<target_destination> The [[point_camera]] in which the viewpoint is rendered from.


==Inputs==
==Inputs==
{{I|SetCamera|Sets the camera to use for this monitor. Takes the name of a {{ent|point_camera}} entity in the map.|param=targetname}}
{{I|Toggle|Enables the entity if it is disabled, and disables if it is enabled.}}
{{I|Enable|Make the entity visible and solid.}}
{{I|Disable|Make the entity invisible and non-solid.}}


* {{i targetname}}
== FGD Code ==
* {{i renderfields}}
{{CodeBlock|<nowiki>@SolidClass base(func_brush) = func_monitor :
* {{i parentname}}
"A monitor that renders the view from a given point_camera entity."
* {{i enabledisable}}
[
target(target_destination) : "Camera name"
// Inputs
input Toggle(void) : "Toggle - If on, turn off, if off, turn on."
input Enable(void) : "Enable."
input Disable(void) : "Disable."
input SetCamera(string) : "Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map."
]
</nowiki>}}


*'''DisableShadow'''
==See also==
:Turn shadow off.
* {{ent|info_camera_link}} - For rendering point_cameras on [[model]]s.
 
* {{ent|point_camera}}
*'''EnableShadow'''
* {{ent|env_speaker}}
:Turn shadow on.
[[Category:Camera]]
 
*'''Toggle'''
:Toggle on/off.
 
*'''SetCamera <target_destination>'''
:Sets the camera to use for this monitor. Takes the name of a [[point_camera]] entity in the map.
 
==Outputs==
* {{o targetname}}
 
==See Also==
* [[info_camera_link]]
* [[point_camera]]
 
[[Category:Entities]][[Category:Brush Entities]][[Category:Camera]]

Latest revision as of 10:56, 21 April 2025

Icon-NotInFGD.png
This entity is not in the Counter-Strike: Source FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CFuncMonitor
CFuncBrush
CBaseEntity
C++ Func_Monitor.cpp

func_monitor is a brush entity available in all Source Source and Source 2 Source 2 games except Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. It displays a real-time scene captured from a point_camera somewhere else in the world.

In Source 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*.

A broadcast from Dr. Breen.
Icon-Bug.pngBug:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in Team Fortress 2 Team Fortress 2.  [todo tested in ?]
Note.pngNote: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. Multiple cameras at once are technically possible, as long as you ensure that only one func_monitor is in the PVS at any given time, although this will not work in splitscreen (but will work in online multiplayer).
Cpp.pngCode: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 setting m_bActive to true.

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

Camera name (target) <targetname>
The camera to render.

Inputs

SetCamera <targetnameRedirectInput/string>
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

@SolidClass base(func_brush) = func_monitor : "A monitor that renders the view from a given point_camera entity." [ target(target_destination) : "Camera name" // Inputs input Toggle(void) : "Toggle - If on, turn off, if off, turn on." input Enable(void) : "Enable." input Disable(void) : "Disable." input SetCamera(string) : "Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map." ]

See also