Infodecal

From Valve Developer Community
Revision as of 08:21, 7 April 2021 by Blixibon (talk | contribs) (ApplyEntity appears to have been added in L4D and is missing from future branches' FGDs, but it still seems to be implemented)
Jump to navigation Jump to search
Infodecal with Cubemap decaltexture

Template:Base point It is used to place a decal in a map.

Entity description

It is the entity created when the Decal tool is used. It places a texture on any surface, with transparency if the texture being applied supports transparency. In Half-Life 1, these textures were indicated with a {, in Half-Life 2 they are placed in the decals/ texture folder. When needed, an overlay can be used for more control over the applied texture. For example, an infodecal cannot be applied to a displacement, resized or rotated, while an overlay can.

Note.pngNote:Naming this entity will make it count towards the Entity limit and make it more expensive, similar to a light entity.

Keyvalues

texture (texture) <decal>
The image to apply as a decal.
Low Priority (can be replaced) (LowPriority) <boolean>
If true, allows the decal to be removed to accommodate newly-placed decals. Default behavior is false (high priority), meaning it is always present.
Apply Entity (ApplyEntity) <targetname> (in all games since Left 4 Dead)
An optional entity to apply the decal to. If this is empty, the decal will locate the entity by tracing.
Note.pngNote:Mainly present in Left 4 Dead seriesLeft 4 Dead series FGDs, but is still implemented in future branches.
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

Inputs

Activate
Force the decal to apply itself to the world.


Outputs

See also