Func smokevolume

From Valve Developer Community
Revision as of 10:32, 7 June 2011 by Barracuda (talk | contribs) (Cleanup)
Jump to navigation Jump to search

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.

Warning.pngWarning:Smoke volumes should be used sparingly as they can decrease performance in heavily detailed scenes, or scenes with high amounts of action. Particle systems may be cheaper to use, depending on CPU usage restraints.
Note.pngNote:The default material is particle/smoke_grenade1, which does not exist. However, particle/particle_smokegrenade does.

Keyvalues

Particle Color1 (R G B) ([todo internal name (i)]) <color255>
Particle color 1
Particle Color2 (R G B) ([todo internal name (i)]) <color255>
Particle color 2
Material ([todo internal name (i)]) <material>
The material to use for the particles
Particle Draw Width (units) ([todo internal name (i)]) <float>
The size of the particles, in units/inches. (Typical Values: 128,175,200,500,512)
Particle Spacing Distance (units) ([todo internal name (i)]) <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. (Typical Values: 125,150,200 and sometimes 80 or 480)
Density Ramp Speed (seconds) ([todo internal name (i)]) <float>
Time to go from density 0 to density 1, in seconds.
Rotation Speed (degrees/sec) ([todo internal name (i)]) <float>
The speed that the particles should rotate, in degrees per second. (Typical Values: 3,10)
Movement Speed (units/sec) ([todo internal name (i)]) <float>
The speed that the particles should move around, in units/inches per second.
Density [0..1] ([todo internal name (i)]) <float>
Particle density, from 0 to 1. (Typical Values: .1-.5)
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

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

Inputs

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


Outputs

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.