Infodecal: Difference between revisions
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Note:Naming this entity will make it count towards the Entity limit and make it more expensive, similar to a light entity.
m (Add missing kv pair ApplyEntity) |
(ApplyEntity appears to have been added in L4D and is missing from future branches' FGDs, but it still seems to be implemented) |
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{{KV|texture|intn=texture|decal|The image to apply as a decal.}} | {{KV|texture|intn=texture|decal|The image to apply as a decal.}} | ||
{{KV|Low Priority (can be replaced)|intn=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.}} | {{KV|Low Priority (can be replaced)|intn=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.}} | ||
{{KV|Apply Entity|intn=ApplyEntity|target_destination|An optional entity to apply the decal to. If this is empty, the decal will locate the entity by tracing.}} | {{KV|Apply Entity|intn=ApplyEntity|target_destination|An optional entity to apply the decal to. If this is empty, the decal will locate the entity by tracing. | ||
:{{note|Mainly present in {{l4ds}} FGDs, but is still implemented in future branches.}}|since={{l4d}}}} | |||
{{KV Targetname}} | {{KV Targetname}} | ||
Revision as of 08:21, 7 April 2021
Template:Base point It is used to place a decal in a map.
Entity description
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 Half-Life 1, these textures were indicated with a {, in Half-Life 2 they are 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.

Keyvalues
- 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.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- Activate
- Force the decal to apply itself to the world.