Env fade

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Env fade.png

Template:Base point It controls screen fades to or from a solid color. Add Duration and Hold Time together for the total time this entity will be in effect.

C++ In code, it is represented by theCEnvFadeclass, defined in theEnvFade.cppfile.

ConVars/Commands

Cvar/Command Parameters or default value Descriptor Effect
fadein float int int int 0 Time (seconds), Red, Green, Blue, [Todo] Makes the screen black (or the specified color), then fades to the normal view.
Todo: Why is the last number required?
fadeout float int int int 0 Time (seconds), Red, Green, Blue, [Todo] Fades the screen to black (or the specified color).
Todo: Why is the last number required?

Flags

  • 1: Fade From - Screen fades from the specified color instead of to it.
  • 2: Modulate - Uses attenuation blending to achieve the fade. The normal fade does a straight weighted blend between the screen and the fading color. Modulate actually attenuates the RGB channels. For example, a color of 0 255 0 would mute the red and blue channels and create a green nightvision-type effect.
  • 4: Triggering player only !FGD - Only affects the screen of the !activator. !activator is probably the easiest to reach through a trigger entity. If not checked, the fade will apply to all players.
  • 8: Stay Out - Fade remains indefinitely until another fade deactivates it.

Keyvalues

Duration (seconds) (duration) ([todo internal name (i)]) <string>
The time that it will take to fade the screen in or out.
Hold Fade (seconds) (holdtime) ([todo internal name (i)]) <string>
The time to hold the faded in/out state.
Fade Alpha (renderamt) ([todo internal name (i)]) <integer>
Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
Fade Color (R G B) (rendercolor) ([todo internal name (i)]) <color255>
Fade color.
Reverse Fade Duration (seconds) (ReverseFadeDuration) ([todo internal name (i)]) <float> (in all games since Portal 2)
The duration of the reverse fade.


Inputs

Fade
Start the screen fade.
FadeReverse  (in all games since Portal 2)
Begin doing the reverse of the current fade.
Alpha  !FGD
Changes Fade Alpha.
Color  !FGD
Changes Fade Color.


Outputs

OnBeginFade
Fired when the fade has begun.