Template:KV BaseFadeProp: Difference between revisions
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-->{{minititle|BaseFadeProp}} | -->{{#if:{{{nominititle|}}}||{{minititle|BaseFadeProp}}}} | ||
{{KV|Start Fade Dist|intn=fademindist|float|Distance at which the entity starts to fade.|nofgd={{{nofgd|}}}}} | {{KV|Start Fade Dist|intn=fademindist|float|Distance at which the entity starts to fade.|nofgd={{{nofgd|}}}}} | ||
{{KV|End Fade Dist|intn=fademaxdist|float|Max fade distance at which the entity is visible.|nofgd={{{nofgd|}}}}} | {{KV|End Fade Dist|intn=fademaxdist|float|Max fade distance at which the entity is visible.|nofgd={{{nofgd|}}}}} |
Latest revision as of 09:06, 26 March 2025

|nofgd=1
to mark all as !FGD.BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.