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env_sprite

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Revision as of 04:21, 1 October 2024 by Nescius (talk | contribs) (flags moved from Template:Fl_Sprite)
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C++ Class hierarchy
CSprite
CBaseEntity
C++ Sprite.cpp

env_sprite is a point entity available in all Source Source games. It creates a sprite in the world. Sprites always face the player.

Icon-Important.pngImportant:This is a preserved entity in Day of Defeat: SourceTeam Fortress 2.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.
Note.pngNote:The only render modes that render sprite transparency are Glow, Additive, Additive Fractional Frame, World Space Glow and Alpha Add !FGD.
Icon-Bug.pngBug:Although the sprite preview in Hammer can find the sprite with any or no file extension, the actual extension of the used material must be used for the engine to be able to find the sprite in-game. In engine versions before Source 2009 Source 2009, when choosing a sprite from the sprite browser, the name it provides does not contain the required .spr/.vmt file extension, so it must be adjusted by hand.  [todo tested in ?]
AltNames.pngAltNames: This entity is also tied to env_glow.

Flags

Start on : [1]
Play Once : [2]
Used for animated sprites; texture will animate once, then the sprite will turn off.

Keyvalues

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

Note.pngNote:Archived page history
Icon-Important.pngImportant:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.

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.

Inputs

SetScale <floatRedirectInput/float>
Sets Scale.
HideSprite
Makes the sprite invisible.
ShowSprite
Makes sprite visible.
ToggleSprite
Make sprite invisible or visible depending on the current state.
ColorRedValue <floatRedirectInput/float>
Change the intensity of the red channel (0-255).
ColorGreenValue <floatRedirectInput/float>
Change the intensity of the green channel (0-255).
ColorBlueValue <floatRedirectInput/float>
Change the intensity of the blue channel (0-255).

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.

See also