Func monitor
< Es
Jump to navigation
Jump to search

This article has been marked as a candidate for speedy deletion for the following reason:
Administrators / Moderators - Remember to check if anything links here and the page history before deleting.
The redirect page got deleted, therefore this page should too.
If you object to this decision, then please discuss why here (If you make a discussion section also create this redirect page). If this page doesn't meet the criteria for speedy deletion, then please remove this notice, but do not remove it from pages that you have created yourselfAdministrators / Moderators - Remember to check if anything links here and the page history before deleting.
Muestra una escena en tiempo real capturada por point_camera en otra parte del mapa.
Para que la entidad funcione, las superficies de la cámara deben tener $basetexture _rt_Camera
. Los materiales que funcionan son dev\dev_combinemonitor*
y dev\dev_tvmonitor*
.




- Include the entity's client .cpp file (found in
\client\hl2\
). - Include the entity's server .cpp and .h files (found in
\server\hl2\
). #define USE_MONITORS
at the top of\client\viewrender.cpp
and\client\view.cpp
.- Fix a multiplayer bug in
CPointCamera::CPointCamera()
by settingm_bActive
to true.
Valores clave
func_brush:
- Minimum Light Level (_minlight) <float >
- The minimum level of ambient light that hits this brush.
- Solidity (Solidity) <choices>
- Used to control the solidity/collision of these brushes.
- 0: Toggle - The solidity can be toggled together with its visibility.
- 1: Never Solid
- 2: Always Solid
- Solid BSP (solidbsp) <boolean >
- Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
- NPC class excluded from collisions (excludednpc) <classname >
- If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
- Invert NPC class exclusion (invert_exclusion) <boolean >
- If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
- Start Disabled (StartDisabled) <boolean >
- Stay dormant until activated (with the
Enable
input).Consejo:If Solidity is Toggle, disabling func_brush also makes it non-solid.
Origin:
- Origin (X Y Z) (origin) <origin >
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Shadow:
- Disable Shadows (disableshadows) <boolean >
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean >
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer > !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean > (en todos juegos desde
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean > (en todos juegos desde
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (en todos juegos desde
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
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
- 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.
Global:
- Global Entity Name (globalname) <string >
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

- Camera name ([todo internal name (i)]) <targetname >
- Cámara a renderizar.
Entradas
- SetCamera
- targetname
- Toggle
- Enables the entity if it is disabled, and disables if it is enabled.
- Enable
- Make the entity visible and solid.
- Disable
- Make the entity invisible and non-solid.
Salidas
Véase también
- info_camera_link: Para renderizar point_cameras en modelos.
- point_camera