Env sprite clientside

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Revision as of 18:29, 23 June 2017 by Gtamike TSGK (talk | contribs) ((Doesn’t use edicts))
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Template:Portal2 point

Entity description

An entity that controls the drawing of a sprite in the world, created clientside so cannot be parented to moving things and will use up no network bandwidth or CPU. (Doesn’t use edicts)

Keyvalues

Framerate ([todo internal name (i)]) <string>
Rate at which the sprite should animate, if at all.
Sprite Name ([todo internal name (i)]) <sprite>
Material of the sprite to be drawn.
Size of Glow Proxy Geometry. ([todo internal name (i)]) <float>
Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
HDR color scale. ([todo internal name (i)]) <float>
float value to multiply sprite color by when running in HDR mode.
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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.[missing string]

Flags

  • 1 : Start on
  • 2 : Play Once

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.

Outputs

Template:O RenderFields

FGD Code

@PointClass base(Targetname, Parentname, RenderFields,DXLevelChoice) size(-2 -2 -2, 2 2 2) sprite() color(20 140 20) = env_sprite_clientside : 
	"An entity that controls the drawing of a sprite in the world, created clientside so cannot be parented to moving things and will use up no network bandwidth or CPU." 
[
	framerate(string) : "Framerate" : "10.0" : "Rate at which the sprite should animate, if at all."
	model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "Material of the sprite to be drawn."
	scale(string) : "Scale" : "" : "Scale multiplier of the sprite."
	spawnflags(flags) =
	[
		1: "Start on" : 0
		2: "Play Once" : 0
	]

	GlowProxySize(float) : "Size of Glow Proxy Geometry." : "2.0" : "Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space.  So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered."

	HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode."		
]

See also