Infodecal: Difference between revisions
		
		
		
		
		
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 Risk of Confusion:Unlike most entities with the prefix info, infodecal does not have an underscore!
Risk of Confusion:Unlike most entities with the prefix info, infodecal does not have an underscore! 
 Important:This is a preserved entity in
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
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 ?]
 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 ?]
 Bug:Placing this entity near brush entities may cause the game to crash with a fatal error randomly on map load:
Bug:Placing this entity near brush entities may cause the game to crash with a fatal error randomly on map load: 
		
	
|  (-description) |  (Add bug regarding placing this near a brush entity) | ||
| Line 8: | Line 8: | ||
| {{PreservedEnt}} | {{PreservedEnt}} | ||
| {{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.}} | ||
| {{bug|Placing this entity near brush entities may cause the game to crash with a fatal error randomly on map load: <code>Bad inline model number N, worldmodel not yet setup</code>}} | |||
| == Keyvalues == | == Keyvalues == | ||
Revision as of 16:34, 3 November 2023
|  Class hierarchy | 
|---|
| CDecal | 
|  world.cpp | 
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
 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
 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.
 Risk of Confusion:Unlike most entities with the prefix info, infodecal does not have an underscore!
Risk of Confusion:Unlike most entities with the prefix info, infodecal does not have an underscore! Important:This is a preserved entity in
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
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 ?]
 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 ?] Bug:Placing this entity near brush entities may cause the game to crash with a fatal error randomly on map load:
Bug:Placing this entity near brush entities may cause the game to crash with a fatal error randomly on map load: Bad inline model number N, worldmodel not yet setup  [todo tested in ?]Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 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, Note:Unnamed infodecal applies the decal right after spawning and then removes itself. If named,- Activateinput 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.
