Func monitor: Difference between revisions
		
		
		
		
		
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 Bug:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in
Bug:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in  [todo tested in ?]
  [todo tested in ?]
 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.
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.
 Code:To enable monitors in your non-HL2 mod, you must:
Code:To enable monitors in your non-HL2 mod, you must:
		
	
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| * {{ent|info_camera_link}} - For rendering point_cameras on [[model]]s. | * {{ent|info_camera_link}} - For rendering point_cameras on [[model]]s. | ||
| * {{ent|point_camera}} | * {{ent|point_camera}} | ||
| * {{ent|env_speaker}} | |||
| [[Category:Camera]] | [[Category:Camera]] | ||
Revision as of 23:23, 29 July 2024
|  class hierarchy | 
|---|
| CFuncMonitor defined in   Func_Monitor.cpp | 
func_monitor  is a   brush entity  available in all  Source and
 Source and  Source 2 games except
 Source 2 games except 
 Left 4 Dead series. It displays a real-time scene captured from a point_camera somewhere else in the world.
 Left 4 Dead series. It displays a real-time scene captured from a point_camera somewhere else in the world.
In  Source for the entity to work, the surface(s) on which the camera view will be displayed must have a material with
 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*.
 Bug:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in
Bug:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in  [todo tested in ?]
  [todo tested in ?] 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.
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. Code:To enable monitors in your non-HL2 mod, you must:
Code: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_MONITORSat the top of- \client\viewrender.cppand- \client\view.cpp.
- Fix a multiplayer bug in CPointCamera::CPointCamera()by settingm_bActiveto true.
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
- Camera name (target) <targetname>
- The camera to render.
Inputs
- SetCamera <targetname>
- 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.
See also
- info_camera_link - For rendering point_cameras on models.
- point_camera
- env_speaker




