Infodecal: Difference between revisions
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Risk of Confusion:Unlike most entities with the prefix info, infodecal does not have an underscore!
Important:This is a preserved entity in 





.
If the game has round restart mechanics this entity may not behave as expected:
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 ?]
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(-description) |
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[[File:Infodecal.jpg|thumb|right|300px|Infodecal with Cubemap decaltexture]] | [[File:Infodecal.jpg|thumb|right|300px|Infodecal with Cubemap decaltexture]] | ||
{{CD|CDecal|file1=world.cpp}} | {{CD|CDecal|file1=world.cpp}} | ||
{{entity|infodecal|type=e0}} It is used to place a [[decal]] in a map. | {{entity|infodecal|type=e0}} It is used to place a static [[decal]] in a map. | ||
It is the entity created when the [[Hammer Decal Tool|Decal tool]] is used. It places a texture on any surface, with transparency if the texture being applied supports transparency. In {{gldsrc|2}}, these textures were indicated by being in [[Decals (GoldSrc)|decals.wad]], while in {{source|2}}, they are indicated by the {{ent|$decal}} material parameter and typically placed in the <code>decals/</code> texture folder. When needed, an [[info overlay | overlay]] can be used for more control over the applied texture. For example, an <code>infodecal</code> cannot be applied to a displacement, resized, or rotated, while an overlay can; however, overlays cannot be applied dynamically. | It is the entity created when the [[Hammer Decal Tool|Decal tool]] is used. It places a texture on any surface, with transparency if the texture being applied supports transparency. In {{gldsrc|2}}, these textures were indicated by being in [[Decals (GoldSrc)|decals.wad]], while in {{source|2}}, they are indicated by the {{ent|$decal}} material parameter and typically placed in the <code>decals/</code> texture folder. When needed, an [[info overlay | overlay]] can be used for more control over the applied texture. For example, an <code>infodecal</code> cannot be applied to a displacement, resized, or rotated, while an overlay can; however, overlays cannot be applied dynamically. | ||
Revision as of 00:19, 10 August 2023
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CDecal |
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Template:Entity It is used to place a static decal in a map.
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 by being in decals.wad, 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.









If the game has round restart mechanics this entity may not behave as expected:
|


Keyvalues
- 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
Note:Unnamed infodecal applies the decal right after spawning and then removes itself. If named,
Activate
input needs to be fired to spawn the decal. The entity counts towards edict limit in both cases though in the first case it's only for a fraction of second.
- 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.
Inputs
- Activate
- Force the decal to apply itself to the world and removes itself.