Env fade: Difference between revisions

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{{lang|Env fade}}
{{lang|{{FULLPAGENAME}}|title=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.
{{infotable
|env_fade|img=[[File:env_fade.png]]
|type=e0
|engine=2
|in=0
}}{{point ent|iconblock=0|this=0|engine={{source|4}}}} 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}}
{{code class|CEnvFade|EnvFade.cpp}}


{{clr}}
 
__TOC__
 


==Keyvalues==
==Keyvalues==

Revision as of 08:30, 12 December 2022

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env_fade
Env fade.png
TypePoint entity
EngineSource Source
AvailabilityIn all games
 

Template:Point ent 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.

C++ In code, it is represented by theCEnvFadeclass, defined in theEnvFade.cppfile.



Keyvalues

Duration (seconds) (duration) <string>
The time that it will take to fade the screen in or out.
Hold Fade (seconds) (holdtime) <string>
The time to hold the faded in/out state.
Fade Alpha (renderamt) <integer>
Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
Fade Color (R G B) (rendercolor) <color255>
Fade color.
Reverse Fade Duration (seconds) (ReverseFadeDuration) <float> (in all games since Portal 2)
The duration of the reverse fade.

Flags

Fade From : [1]
Screen fades from the specified color instead of to it.
Modulate : [2]
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.
Triggering player only : [4] !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.
Stay Out : [8]
Fade remains indefinitely until another fade deactivates it.
Icon-Bug.pngBug:Team Fortress 2Fade From and Triggering player only combined do not work. Fade effects with Stay Out and Triggering player only are permanent!  [todo tested in ?]
Todo: test in other games

Inputs

Fade
Start the screen fade.
FadeReverse  (in all games since Portal 2)
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.


ConCommands

Cvar/Command Parameters or default value Descriptor Effect
fadein float int int int int Time (seconds), Red, Green, Blue, Alpha Makes the screen black (or the specified color), then fades to the normal view.
fadeout float int int int int Time (seconds), Red, Green, Blue, Alpha Fades the screen to black (or the specified color).
Icon-Bug.pngBug:Due to mistake in code alpha value isn't read properly from these commands but if you specify rgb it also has to be specified for the fade to work.  [todo tested in ?]