Env fade: Difference between revisions
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Bug:
Bug: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 ?]
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{{lang| | {{lang|{{FULLPAGENAME}}|title=env_fade}} | ||
[[File:env_fade.png| | {{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}} | ||
__TOC__ | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 08:30, 12 December 2022
env_fade | |
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![]() | |
Type | Point entity |
Engine | ![]() |
Availability | In 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.
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
)
- 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.


Fade 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
)
- 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). |
