Effect flags: Difference between revisions
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Warning:Causes crashes.
Note:Same as disableshadows 1.
Note:Same as disablereceiveshadows 1.
Note:Does not function with the "effects" keyvalue.
Note:Same as drawinfastreflection 1.
Note:Same as disableshadowdepth 1.
Note:Same as disableflashlight 1.
(oops) |
(Added some more notes, and edited a bit of information about some of the flags.) |
||
Line 21: | Line 21: | ||
{{warning|Causes crashes.}} | {{warning|Causes crashes.}} | ||
;16 - <code>EF_NOSHADOW</code> | ;16 - <code>EF_NOSHADOW</code> | ||
:Don't | :Don't create a render-to-texture shadow, does not affect projected texture shadows. | ||
{{note|Same as disableshadows 1.}} | |||
;32 - <code>EF_NODRAW</code> | ;32 - <code>EF_NODRAW</code> | ||
:Entity is completely ignored by the client. Can cause prediction errors if a player proceeds to collide with it on the server | :Entity is completely ignored by the client, and stops drawing the entity. Can cause prediction errors if a player proceeds to collide with it on the server, use <code>rendermode 10</code> instead if this is a problem. | ||
;64 - <code>EF_NORECEIVESHADOW </code> | ;64 - <code>EF_NORECEIVESHADOW </code> | ||
:Don't receive dynamic shadows. | :Don't receive dynamic shadows. | ||
{{note|Same as disablereceiveshadows 1.}} | |||
;128 - <code>EF_BONEMERGE_FASTCULL</code> | ;128 - <code>EF_BONEMERGE_FASTCULL</code> | ||
:For use with <code>EF_BONEMERGE</code>. If set, the entity will use its parent's origin to calculate whether it is visible; if not set, it will set up parent's bones every frame even if the parent is not in the [[PVS]]. | :For use with <code>EF_BONEMERGE</code>. If set, the entity will use its parent's origin to calculate whether it is visible; if not set, it will set up parent's bones every frame even if the parent is not in the [[PVS]]. | ||
;256 - <code>EF_ITEM_BLINK</code> | ;256 - <code>EF_ITEM_BLINK</code> | ||
:Blink an item so that the user notices it. Added for original Xbox, and really not | :Blink an item so that the user notices it. Added for original Xbox, and really not subtle. | ||
;512 - <code>EF_PARENT_ANIMATES</code> | ;512 - <code>EF_PARENT_ANIMATES</code> | ||
:Assume that the [[parent]] entity is always animating. Causes it to realign every frame. | :Assume that the [[parent]] entity is always animating. Causes it to realign every frame. | ||
{{Note|Does not function with the "effects" keyvalue.}} | {{Note|Does not function with the "effects" keyvalue.}} | ||
;1024 - <code>EF_MARKED_FOR_FAST_REFLECTION</code> | ;1024 - <code>EF_MARKED_FOR_FAST_REFLECTION</code> | ||
:{{ | :Marks the entity to render in fast water reflections. | ||
{{note|Same as drawinfastreflection 1.}} | |||
;2048 - <code>EF_NOSHADOWDEPTH</code> | ;2048 - <code>EF_NOSHADOWDEPTH</code> | ||
:{{ | : Stops [[env_cascade_lighting|env_cascade_light]] from making shadows for this entity. | ||
{{note|Same as disableshadowdepth 1.}} | |||
;4096 - <code>EF_NOFLASHLIGHT</code> | ;4096 - <code>EF_NOFLASHLIGHT</code> | ||
: | :Stops projected textures from making shadows for this entity. | ||
{{note|Same as disableflashlight 1.}} | |||
== Functions == | == Functions == |
Revision as of 10:03, 20 May 2018
For configuring client-side visual effects.
Usage from Hammer
Effect flags can be configured from Hammer. To do so turn off SmartEdit and add a new keyvalue pair:
effects <n>
'n
' is the sum total of the flags you want to use. For example, 66 would mean EF_BRIGHTLIGHT
and EF_NORECEIVESHADOW
.
Flags
- 1 -
EF_BONEMERGE
- Merges bones of names shared with a parent entity to the position and direction of the parent's.
- 2 -
EF_BRIGHTLIGHT
- Emits a dynamic light of RGB(250,250,250) and a random radius of 400 to 431 from the origin.
- 4 -
EF_DIMLIGHT
- Emits a dynamic light of RGB(100,100,100) and a random radius of 200 to 231 from the origin.
- 8 -
EF_NOINTERP
- Don't interpolate on the next frame.

- 16 -
EF_NOSHADOW
- Don't create a render-to-texture shadow, does not affect projected texture shadows.

- 32 -
EF_NODRAW
- Entity is completely ignored by the client, and stops drawing the entity. Can cause prediction errors if a player proceeds to collide with it on the server, use
rendermode 10
instead if this is a problem. - 64 -
EF_NORECEIVESHADOW
- Don't receive dynamic shadows.

- 128 -
EF_BONEMERGE_FASTCULL
- For use with
EF_BONEMERGE
. If set, the entity will use its parent's origin to calculate whether it is visible; if not set, it will set up parent's bones every frame even if the parent is not in the PVS. - 256 -
EF_ITEM_BLINK
- Blink an item so that the user notices it. Added for original Xbox, and really not subtle.
- 512 -
EF_PARENT_ANIMATES
- Assume that the parent entity is always animating. Causes it to realign every frame.

- 1024 -
EF_MARKED_FOR_FAST_REFLECTION
- Marks the entity to render in fast water reflections.

- 2048 -
EF_NOSHADOWDEPTH
- Stops env_cascade_light from making shadows for this entity.

- 4096 -
EF_NOFLASHLIGHT
- Stops projected textures from making shadows for this entity.

Functions
AddEFlags()
/SetEFlags()
RemoveEFlags()
GetEFlags()
IsEFlagSet()