Env fade: Difference between revisions
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{{ | {{lang|Env fade}} | ||
| | [[File:env_fade.png|left|link=]]{{base point|env_fade}} It controls screen fades to or from a solid color. Add '''Duration''' and '''Hold Time''' together for the total time this entity will be in effect. | ||
}} | |||
{{ | {{code class|CEnvFade|EnvFade.cpp}} | ||
{{clr}} | |||
== | ==ConVars/Commands== | ||
{{varcom|start}} | |||
* 1 : Fade From | {{varcom|fadein|float int int int 0|Time (seconds), Red, Green, Blue, {{todo}}|Makes the screen black (or the specified color), then fades to the normal view. {{todo|Why is the last number required?}}}} | ||
{{varcom|fadeout|float int int int 0|Time (seconds), Red, Green, Blue, {{todo}}|Fades the screen to black (or the specified color). {{todo|Why is the last number required?}}}} | |||
* 2 : Modulate | {{varcom|end}} | ||
* 4 : Triggering player only | ==Flags== | ||
*1: Fade From - Screen fades ''from'' the specified color instead of ''to'' it. | |||
*2: Modulate - Uses attenuation blending to achieve the fade. The normal fade does a straight weighted blend between the screen and the fading color. Modulate actually attenuates the RGB channels. For example, a color of <code>0 255 0</code> would mute the red and blue channels and create a green nightvision-type effect. | |||
* 8 : Stay Out | *4: Triggering player only {{not in FGD}} - Only affects the screen of the {{ent|!activator}}. <code>!activator</code> is probably the easiest to reach through a [[trigger]] entity. If not checked, the fade will apply to all players. | ||
*8: Stay Out - Fade remains indefinitely until another fade deactivates it. | |||
==Keyvalues== | |||
{{KV|Duration (seconds) (duration)|string|The time that it will take to fade the screen in or out.}} | |||
{{KV|Hold Fade (seconds) (holdtime)|string|The time to hold the faded in/out state.}} | |||
{{KV|Fade Alpha (renderamt)|integer|Alpha of the fade, where 0 {{=}} fully transparent and 255 {{=}} fully opaque.}} | |||
{{KV|Fade Color (R G B) (rendercolor)|color255|Fade color.}} | |||
{{KV|Reverse Fade Duration (seconds) (ReverseFadeDuration)|float|The duration of the reverse fade.|since=P2}} | |||
{{KV BaseEntity|css=1}} | |||
==Inputs== | ==Inputs== | ||
{{IO|Fade|Start the screen fade.}} | {{IO|Fade|Start the screen fade.}} | ||
{{IO|FadeReverse|Begin doing the reverse of the current fade.|since=P2}} | {{IO|FadeReverse|Begin doing the reverse of the current fade.|since=P2}} | ||
{{I | {{IO|Alpha|nofgd=1|Changes '''Fade Alpha'''.}} | ||
{{IO|Color|nofgd=1|Changes '''Fade Color'''.}} | |||
{{I BaseEntity|prel4d=1}} | |||
==Outputs== | ==Outputs== | ||
{{IO|OnBeginFade|Fired when the fade has begun.}} | {{IO|OnBeginFade|Fired when the fade has begun.}} | ||
{{O | {{O BaseEntity|l4d=1}} | ||
[[Category:GUI Entities]] | [[Category:GUI Entities]] |
Revision as of 12:34, 24 September 2018

Template:Base point It controls screen fades to or from a solid color. Add Duration and Hold Time together for the total time this entity will be in effect.
ConVars/Commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
fadein | float int int int 0 | Time (seconds), Red, Green, Blue, [Todo] | Makes the screen black (or the specified color), then fades to the normal view. Todo: Why is the last number required? |
fadeout | float int int int 0 | Time (seconds), Red, Green, Blue, [Todo] | Fades the screen to black (or the specified color). Todo: Why is the last number required? |
Flags
- 1: Fade From - Screen fades from the specified color instead of to it.
- 2: Modulate - Uses attenuation blending to achieve the fade. The normal fade does a straight weighted blend between the screen and the fading color. Modulate actually attenuates the RGB channels. For example, a color of
0 255 0
would mute the red and blue channels and create a green nightvision-type effect. - 4: Triggering player only !FGD - Only affects the screen of the !activator.
!activator
is probably the easiest to reach through a trigger entity. If not checked, the fade will apply to all players. - 8: Stay Out - Fade remains indefinitely until another fade deactivates it.
Keyvalues
- Duration (seconds) (duration) ([todo internal name (i)]) <string>
- The time that it will take to fade the screen in or out.
- Hold Fade (seconds) (holdtime) ([todo internal name (i)]) <string>
- The time to hold the faded in/out state.
- Fade Alpha (renderamt) ([todo internal name (i)]) <integer>
- Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
- Reverse Fade Duration (seconds) (ReverseFadeDuration) ([todo internal name (i)]) <float> (in all games since
)
- The duration of the reverse fade.
Inputs
- Fade
- Start the screen fade.
- FadeReverse (in all games since
)
- Begin doing the reverse of the current fade.
- Alpha !FGD
- Changes Fade Alpha.
- Color !FGD
- Changes Fade Color.
Outputs
- OnBeginFade
- Fired when the fade has begun.