Func monitor: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (typos (remove from misspellings page) & minor tidy)
m (categorise - brushmodel entities)
Line 4: Line 4:


A monitor that renders the view from a given [[point_camera]] entity.  
A monitor that renders the view from a given [[point_camera]] entity.  
{{brushmodel}}
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.



Revision as of 17:09, 10 May 2008

Template:Wrongtitle

Entity desciption

A monitor that renders the view from a given point_camera entity. Template:Brushmodel

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