Func monitor: Difference between revisions
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Bug:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in
Team Fortress 2. [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.
Code:To enable monitors in your non-HL2 mod, you must:
(Added FGD code.) |
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{{Ent not in fgd}} | {{Ent not in fgd}} | ||
{{ | {{CD|CFuncMonitor|base=CFuncBrush|file1=Func_Monitor.cpp}} | ||
{{this is a|brush entity|name=func_monitor|except=Left 4 Dead series|engine=Source|engine1=Source 2}} It displays a real-time scene captured from a [[point_camera]] somewhere else in the world. | {{this is a|brush entity|name=func_monitor|except=Left 4 Dead series|engine=Source|engine1=Source 2}} It displays a real-time scene captured from a [[point_camera]] somewhere else in the world. | ||
Revision as of 22:45, 10 September 2024
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CFuncMonitor |
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func_monitor
is a brush entity available in all Source and
Source 2 games except
Left 4 Dead series. 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
$basetexture _rt_Camera
. Stock materials that work are dev\dev_combinemonitor*
and dev\dev_tvmonitor*
.




- 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_MONITORS
at the top of\client\viewrender.cpp
and\client\view.cpp
.- Fix a multiplayer bug in
CPointCamera::CPointCamera()
by settingm_bActive
to true.
Keyvalues
- 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
- 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.
FGD Code
See also
- info_camera_link - For rendering point_cameras on models.
- point_camera
- env_speaker