Infodecal: Difference between revisions
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Bug:In games where this entity is not preserved, such as
Team Fortress 2, large amounts of this entity present may overflow the decal limit after round restarts and not allow any more decals to be spawned. This can be be workarounded by spawning the decals once-off via VScript or point_templates instead. [todo tested in ?]
Note:Naming this entity will make it count towards the Entity limit and make it more expensive, similar to a light entity.
(Note overflow bug about infodecals not preserved in some games) |
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{{lang | {{lang}} | ||
[[Image:Infodecal.jpg|thumb|right|300px|Infodecal with Cubemap decaltexture]] | [[Image:Infodecal.jpg|thumb|right|300px|Infodecal with Cubemap decaltexture]] | ||
{{ | {{entity|infodecal|type=e0}} It is used to place a [[decal]] in a map. | ||
{{bug|In games where this entity is not [[S_PreserveEnts|preserved]], such as {{tf2|2}}, large amounts of this entity present may overflow the decal limit after round restarts and not allow any more decals to be spawned. This can be be workarounded by spawning the decals once-off via [[VScript]] or [[point_template]]s instead.}} | {{bug|In games where this entity is not [[S_PreserveEnts|preserved]], such as {{tf2|2}}, large amounts of this entity present may overflow the decal limit after round restarts and not allow any more decals to be spawned. This can be be workarounded by spawning the decals once-off via [[VScript]] or [[point_template]]s instead.}} |
Revision as of 07:39, 8 February 2023


Template:Entity It is used to place a decal in a map.


Entity Description
It is the entity created when the Decal tool is used. It places a texture on any surface, with transparency if the texture being applied supports transparency. In GoldSrc, these textures were indicated with a {, while in
Source, they are indicated by the $decal material parameter and typically placed in the
decals/
texture folder. When needed, an overlay can be used for more control over the applied texture. For example, an infodecal
cannot be applied to a displacement, resized, or rotated, while an overlay can; however, overlays cannot be applied dynamically.

Keyvalues
- texture (texture) <decal>
- The image to apply as a decal.
- Low Priority (can be replaced) (LowPriority) <boolean>
- If true, allows the decal to be removed to accommodate newly-placed decals. Default behavior is false (high priority), meaning it is always present.
- Apply Entity (ApplyEntity) <targetname> (in all games since
)
- An optional entity to apply the decal to. If this is empty, the decal will locate the entity by tracing.
- Name (targetname) <string>[ Edit ]
- 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
Inputs
- Activate
- Force the decal to apply itself to the world.