Env faint: Difference between revisions
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m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) |
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==Inputs== | ==Inputs== | ||
{{ | {{I | BeginFaint | Start the screen fade.}} | ||
{{ | {{I | EndFaint | End the screen fade.}} | ||
{{I Targetname}} | {{I Targetname}} | ||
==Ouputs== | ==Ouputs== | ||
{{ | {{O | OnBeginFaint | Fired when the faint has begun.}} | ||
{{ | {{O | OnEndFaint | Fired when the faint is ending.}} | ||
{{O Targetname}} | {{O Targetname}} | ||
[[Category: Sin Episodes]] | [[Category: Sin Episodes]] |
Latest revision as of 10:52, 21 April 2025
env-faint
is a point entity available in SiN Episodes. When triggered will apply an effect to the player's screen like if passing out, playing the player/blade_passout1.mp3 sound file while doing so. Used throughout the intro sequences of the game to simulate the player is dreaming and upon map transitions, with the soundtrack being written specifically to target when these events occur.
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
Inputs
- BeginFaint
- Start the screen fade.
- EndFaint
- End the screen fade.
Ouputs
- OnBeginFaint
- Fired when the faint has begun.
- OnEndFaint
- Fired when the faint is ending.