Func monitor: Difference between revisions

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{{wrongtitle|title=func_monitor}}
{{wrongtitle|title=func_monitor}}


==Entity Desciption==
== Entity desciption ==


A monitor that renders the view from a given [[point_camera]] entity.  
A monitor that renders the view from a given [[point_camera]] entity.  
When a func_monitor is created, the surface in which the view from the [[point_camera]] will be displayed from must be assigned to a material that uses the special value "_rt_Camera" in its "$basetexture" property (such as the dev/dev_combinemonitor* and dev/dev_tvmonitor* textures). It is also a good idea to Justify to Fit in the Face Edit Sheet texture dialog for the combinemonitor surface so the camera view isn't cut off.
When a func_monitor is created, the surface in which the view from the [[point_camera]] will be displayed from must be assigned to a material that uses the special value "_rt_Camera" in its "$basetexture" property (such as the dev/dev_combinemonitor* and dev/dev_tvmonitor* textures). It is also a good idea to Justify to Fit in the Face Edit Sheet texture dialog for the combinemonitor surface so the camera view isn't cut off.


Any number of func_monitor entities can only display ''one'' point_camera view at any one time (unless you reprogram this entity in some way). So, if monitor A is set to show camera A, and monitor B is set to show camera B, both monitors would show camera A, unless either monitor A or camera A were disabled ingame. You can use [[info_camera_link]] as a workaround.
Any number of func_monitor entities can only display ''one'' point_camera view at any one time (unless you reprogram this entity in some way). So, if monitor A is set to show camera A, and monitor B is set to show camera B, both monitors would show camera A, unless either monitor A or camera A were disabled in-game. You can use [[info_camera_link]] as a workaround.


==Keyvalues==
== Keyvalues ==
* {{kv targetname}}
* {{kv targetname}}
* {{kv parentname}}
* {{kv parentname}}
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|}
|}
* '''solidbsp'''
* '''solidbsp'''
: {{boolean}} Set this if this brush is in heirarchy with a moving object of some kind, and the player can stand on this brush.
: {{boolean}} Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
* '''excludednpc'''
* '''excludednpc'''
: <target_destination> If an NPC classname (i.e. [[npc_zombie]]) is specified here, NPCs of that type won't collide with these brushes.
: <target_destination> If an NPC classname (i.e. [[npc_zombie]]) is specified here, NPCs of that type won't collide with these brushes.
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:<target_destination> The [[point_camera]] in which the viewpoint is rendered from.
:<target_destination> The [[point_camera]] in which the viewpoint is rendered from.


==Inputs==
== Inputs ==
 
* {{i targetname}}
* {{i targetname}}
* {{i renderfields}}
* {{i renderfields}}
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:Sets the camera to use for this monitor. Takes the name of a [[point_camera]] entity in the map.
:Sets the camera to use for this monitor. Takes the name of a [[point_camera]] entity in the map.


==Outputs==
== Outputs ==
* {{o targetname}}
* {{o targetname}}


==See Also==
== See also ==
* [[info_camera_link]]
* [[info_camera_link]]
* [[point_camera]]
* [[point_camera]]


[[Category:Entities]][[Category:Brush Entities]][[Category:Camera]]
[[Category:Entities]]
[[Category:Brush Entities]]
[[Category:Camera]]

Revision as of 09:16, 12 February 2008

Template:Wrongtitle

Entity desciption

A monitor that renders the view from a given point_camera entity. When a func_monitor is created, the surface in which the view from the point_camera will be displayed from must be assigned to a material that uses the special value "_rt_Camera" in its "$basetexture" property (such as the dev/dev_combinemonitor* and dev/dev_tvmonitor* textures). It is also a good idea to Justify to Fit in the Face Edit Sheet texture dialog for the combinemonitor surface so the camera view isn't cut off.

Any number of func_monitor entities can only display one point_camera view at any one time (unless you reprogram this entity in some way). So, if monitor A is set to show camera A, and monitor B is set to show camera B, both monitors would show camera A, unless either monitor A or camera A were disabled in-game. You can use info_camera_link as a workaround.

Keyvalues

<float> The minimum level of ambient light that hits this brush.
  • Solidity
<choices> Used to control the solidity/collision of these brushes.
Literal Value Description
0 Toggle
1 Never Solid
2 Always Solid
  • solidbsp
<boolean> Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
  • excludednpc
<target_destination> If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
  • target
<target_destination> The point_camera in which the viewpoint is rendered from.

Inputs

  • DisableShadow
Turn shadow off.
  • EnableShadow
Turn shadow on.
  • Toggle
Toggle on/off.
  • SetCamera <target_destination>
Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map.

Outputs

See also