Func smokevolume: Difference between revisions

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==Entity Description==
==Entity Description==
A [[brush entity]] that spawns smoke particles within its volume, commonly used for large, localised areas of fog. Use the [[tool textures|trigger]] texture or the [[tool textures|fog]] texture.
A [[brush entity]] that spawns smoke particles within its volume, commonly used for large, localised areas of fog. Use the [[tool textures|trigger]] texture or the [[tool textures|fog]] texture.
{{sfx_brush}}


{{note|The default [[material]] is <code>particle/smoke_grenade1</code>, which does not exist. However, <code>particle/particle_smokegrenade</code> does.}}
{{note|The default [[material]] is <code>particle/smoke_grenade1</code>, which does not exist. However, <code>particle/particle_smokegrenade</code> does.}}

Revision as of 18:32, 10 May 2008

Template:Wrongtitle Template:Base brush

Entity Description

A brush entity that spawns smoke particles within its volume, commonly used for large, localised areas of fog. Use the trigger texture or the fog texture.

Note.pngNote:The default material is particle/smoke_grenade1, which does not exist. However, particle/particle_smokegrenade does.

Keyvalues

#000000 Particle color 1
  • Color2
#000000 Particle color 2
  • material
<material> The material to use for the particles.
  • ParticleDrawWidth
<float> The size of the particles, in units/inches/
  • ParticleSpacingDistance
<float> The distance between the particles inside the volume. The lower the number, the denser the particles, and the more overdraw there will be. It is best to keep it as high as you can without it looking bad.
  • DensityRampSpeed
<float> Time to go from density 0 to density 1, in seconds.
  • RotationSpeed
<float> The speed that the particles should rotate, in degrees per second.
  • MovementSpeed
<float> The speed that the particles should move around, in units/inches per second.
  • Density
<float> Particle density, from 0 to 1.

Flags

  • 1 : Emissive (Changes how the smoke particles are drawn. Emissive is 4 times more expensive to render.)

Inputs

  • {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"

|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |

Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Icon-Bug.pngBug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Half-Life 2)
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 MultiplayerTeam Fortress 2 branch)
Disables this trigger and calls EndTouch on all currently-touching entities.

|}

  • SetRotationSpeed <float>
Set the particle rotation speed (in degrees per second).
  • SetMovementSpeed <float>
Set the particle movement speed (in inches per second).
  • SetDensity <float>
Set the particle density. It should be a range from 0 to 1.

Outputs

  • {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"

|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |

OnStartTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger.
OnStartTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity stops touching this trigger.
Note.pngNote:Will also fire for entities touching it when trigger is disabled via Disable input
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
OnEndTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.

|}