Func monitor: Difference between revisions
		
		
		
		
		
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 Warning:
Warning:
 Bug:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in
Bug:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in  [todo tested in ?]
  [todo tested in ?]
 Note:Unless you set up multiple render textures in your mod's binaries, only one point_camera can be rendered at any one time. The first camera in the map will appear on all monitors.
Note:Unless you set up multiple render textures in your mod's binaries, only one point_camera can be rendered at any one time. The first camera in the map will appear on all monitors.
 Code:To enable monitors in your non-HL2 mod, you must:
Code:To enable monitors in your non-HL2 mod, you must:
		
	
| Thunder4ik (talk | contribs) m (→top: clean up, replaced: {{Source| → {{src|) |  (-added class hierarchy, cleanup, nofgd) | ||
| Line 1: | Line 1: | ||
| {{Ent not in fgd}} | |||
| {{CD2|CFuncMonitor|file1=Func_Monitor.cpp}} | |||
| {{this is a|name=func_monitor|e2|except=Left 4 Dead series|engine=2|engine1=3}} It displays a real-time scene captured from a [[point_camera]] somewhere else in the world. | {{this is a|name=func_monitor|e2|except=Left 4 Dead series|engine=2|engine1=3}} It displays a real-time scene captured from a [[point_camera]] somewhere else in the world. | ||
| Line 14: | Line 16: | ||
| ==Keyvalues== | ==Keyvalues== | ||
| {{KV  | {{KV Targetname}} | ||
| {{KV|Camera name|targetname|The camera to render.}} | {{KV|Camera name|intn=target|targetname|The camera to render.}} | ||
| ==Inputs== | ==Inputs== | ||
| {{IO|SetCamera|Sets the camera to use for this monitor. Takes the name of a {{ent|point_camera}} entity in the map.|param=targetname}} | |||
| {{IO|SetCamera| | |||
| {{IO|Toggle|Enables the entity if it is disabled, and disables if it is enabled.}} | {{IO|Toggle|Enables the entity if it is disabled, and disables if it is enabled.}} | ||
| {{IO|Enable|Make the entity visible and solid.}} | {{IO|Enable|Make the entity visible and solid.}} | ||
| {{IO|Disable|Make the entity invisible and non-solid.}} | {{IO|Disable|Make the entity invisible and non-solid.}} | ||
| ==See also== | ==See also== | ||
| *  | * {{ent|info_camera_link}} - For rendering point_cameras on [[model]]s. | ||
| *  | * {{ent|point_camera}} | ||
| [[Category:Camera]] | [[Category:Camera]] | ||
Revision as of 08:45, 19 February 2024
|  class hierarchy | 
|---|
| CFuncMonitor defined in   Func_Monitor.cpp | 
func_monitor  is an   e2  available in all Template:2 and Template:3 games except 
 Left 4 Dead series.Template:2 topiconTemplate:3 topicon
 Left 4 Dead series.Template:2 topiconTemplate:3 topicon
 Warning:
Warning:
- The {{{engine}}}parameter is inconsistent with the name defined by the {{2}} template.
- The {{{engine1}}}parameter is inconsistent with the name defined by the {{3}} template.
 If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
It displays a real-time scene captured from a point_camera somewhere else in the world.
In  Source for the entity to work, the surface(s) on which the camera view will be displayed must have a material with
 Source for the entity to work, the surface(s) on which the camera view will be displayed must have a material with $basetexture _rt_Camera. Stock materials that work are dev\dev_combinemonitor* and dev\dev_tvmonitor*.
 Bug:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in
Bug:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in  [todo tested in ?]
  [todo tested in ?] Note:Unless you set up multiple render textures in your mod's binaries, only one point_camera can be rendered at any one time. The first camera in the map will appear on all monitors.
Note:Unless you set up multiple render textures in your mod's binaries, only one point_camera can be rendered at any one time. The first camera in the map will appear on all monitors. Code:To enable monitors in your non-HL2 mod, you must:
Code:To enable monitors in your non-HL2 mod, you must:
- Include the entity's client .cpp file (found in \client\hl2\).
- Include the entity's server .cpp and .h files (found in \server\hl2\).
- #define USE_MONITORSat the top of- \client\viewrender.cppand- \client\view.cpp.
- Fix a multiplayer bug in CPointCamera::CPointCamera()by settingm_bActiveto true.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Camera name (target) <targetname>
- The camera to render.
Inputs
- SetCamera <targetname>
- Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map.
- Toggle
- Enables the entity if it is disabled, and disables if it is enabled.
- Enable
- Make the entity visible and solid.
- Disable
- Make the entity invisible and non-solid.
See also
- info_camera_link - For rendering point_cameras on models.
- point_camera


