Env sprite oriented: Difference between revisions

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{{base_point|env_sprite_oriented}}  
{{lang|Env sprite oriented}}
{{base point|env_sprite_oriented}} It works like {{ent|env_sprite}} but is forced to stay in one direction instead of always turning to face the player. The [[sprite]] material needs to use {{ent|$spriteorientation}}.


==Entity description==
{{PreservedEnt}}
It is an [[env_sprite]] that faces in a specific angular direction (as opposed to always facing the camera).


{{Note|This entity will only work on sprites that are <code>[[$spriteorientation]] oriented</code>.}}
{{note|The only [[render modes]] that render sprite transparency are ''Glow'', ''Additive'', ''Additive Fractional Frame'', ''World Space Glow'' and ''Alpha Add'' {{not in FGD}}.}}
{{note|The only [[Render Modes|render modes]] that render sprite transparency are ''Glow'', ''Additive'', ''Additive Fractional Frame'', ''World Space Glow'' and ''Alpha Add'' {{not in FGD}}.}}


== Keyvalues ==
{{code class|CSpriteOriented|Sprite.cpp}}


{{KV env_sprite|angles=true}}
==Flags==
{{Fl Sprite}}


== Flags ==
==Keyvalues==
{{KV Sprite}}
{{KV RenderFields}}
{{KV BaseEntity}}


{{Fl env_sprite}}
==Inputs==
{{I Sprite}}
{{I RenderFields}}
{{I BaseEntity}}


== Inputs ==
==Outputs==
{{O BaseEntity|l4d=1}}


{{I env_sprite}}
==See Also==
 
*{{ent|env_lightglow}}
== Outputs ==
 
{{O Targetname}}
 
== See also ==
 
* [[env_sprite]]
* [[env_fire]]
* [[env_steam]]
* [[env_lightglow]]

Revision as of 13:12, 2 October 2018

English (en)Translate (Translate)

Template:Base point It works like env_sprite but is forced to stay in one direction instead of always turning to face the player. The sprite material needs to use $spriteorientation.

Icon-Important.pngImportant:This is a preserved entity in.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.
Note.pngNote:The only render modes that render sprite transparency are Glow, Additive, Additive Fractional Frame, World Space Glow and Alpha Add !FGD.
C++ In code, it is represented by theCSpriteOrientedclass, defined in theSprite.cppfile.

Flags

Note.pngNote:Archived page history
Icon-Important.pngImportant:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.

Keyvalues

Note.pngNote:Archived page history
Icon-Important.pngImportant:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.


Inputs

Note.pngNote:Archived page history. Content moved to env_sprite
Icon-Important.pngImportant:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.


Outputs

See Also