Talk:Func monitor
I am haveing a hard time finding this entity. Would someone help me out?
- func_monitor is brush based, Interlopers has a tutorial that may help: [1]
- I think this is !FGD for cs source also -ts2do
It seems I can only use one camera on the map, am I doing something wrong? or is it a limitation?
- It's a limitation that is well known and well grieved. (I added this bit of info to the article.) --Andreasen 06:57, 29 Aug 2006 (PDT)
- Does this mean that you can't have a func_monitor showing camera A and another func_monitor showing camera B? --Darthkillyou 17:07, 16 Aug 2007 (PDT)
Indeed, it creats a visual loophole that re-renders the camera shot to an infinite factor. So in other words the game crashes.--Gear 17:35, 16 Aug 2007 (PDT)
- Would it be possible to have the two cameras set up so they are not in the same PVS and make it work? --Headprogrammingczar
- Does anyone know how to simulate a TV? You know, Changing channels when triggered? Maybye how to move/change cameras?--JeffMOD 14:21, 9 Apr 2008 (PDT)
- You would need a long string of disabled (and one enabled) logic_relay entities to cycle through your different cameras. (Can't Valve make some sort of cycling logic entity for this kind of job?) --Darthkillyou 18:22, 17 Apr 2008 (PDT)
- A logic_case or even a math_counter!--Gear 21:53, 17 Apr 2008 (PDT)
- .... Actually, a great idea! Never thought of that before! ;-)
- (Now for the problem of figuring out why Valve prefers the logic_relay approach in their maps) --Darthkillyou 17:23, 27 Apr 2008 (PDT)
- It's easier for them to re-trigger something from any spot, plus the ent_data on them are smaller.--Gear 17:58, 27 Apr 2008 (PDT)
- Thanks for the input. I'll see if I can get that to work. --JeffMOD 14:22, 23 May 2008 (PDT)
Some limitations of func_monitor:
- It does not render your player model, as even in Portal, apparently you don't have one. (If you are halfway through a portal, it WILL render the duplicate of you that pokes through the other side of the portal.)
- It really doesn't like env_cubemap entities - it attempts to render them, giving you a rather hideous looking black rectangle.
- It doesn't like other entities - such as reflective glass - that require cubemaps to work.
At this point, the only one of these that is posing a problem for me is the first, as I'm working on a puzzle that uses func_monitor and cameras as a clue to help the player figure out how to resolve the problem. - BlackWolfe 16:59, 1 Jul 2008 (PDT)
In the mod Zombie Master, I am able to have as many func_monitors as I want all rendering different live images. I don't know if this is custom code or what, I thought I'd just point it out. Spiritslayr 06:20, 1 Aug 2008 (PDT)
- It's custom code, the main drawback being performance, though any decent level designer knows how to handle it. Solokiller 08:14, 1 Aug 2008 (PDT)