Keyvalues
- Enabled (Enabled) <choices>
- Enable/Disable this Entity.
Determines is this entity enabled or disabled on spawn.
- Shape Type (xogtype) <choices>
- Determines shape type that use xog volume, BBOX or Ellipsoid.
- 0:0: LocalVolume BBOX
- 1:1: LocalVolume Ellipsoid
- colorMode (colormode) <choices>
- Determines color mode.
- 0:0:StaticColor
- 1:1:1DGradTexture
- 2:2: CubeGradTexture
- Texture name Grad Texture (texname) <string>
- Xog gradient texture name. The default is
xen/effects/xen_sky_6_blurred_32
.
- colorTop (colortop) <color255>
- Xog top color. This is the main color of xog that uses if
Enable Height Blend
KV is disabled.
Examples
colorTop - 255 0 0. colorBottom - 0 255 0.
colorTop - 0 0 255. colorBottom - 0 255 0.
colorTop - 255 0 255. colorBottom - 0 255 0.
|
Note:Top and bottom colors blending in xog center, for example with red and green colors the center of xog will be yellow.
- colorBottom (colorbottom) <color255>
- Xog bottom color. Requires enabled
Enable Height Blend
to be working.
Examples
colorTop - 255 0 0. colorBottom - 0 255 0.
colorTop - 255 0 0. colorBottom - 255 255 255.
colorTop - 255 0 0. colorBottom - 0 255 255.
|
- distStart (diststart) <float>
- distStart
Xog start draw distance.
Examples
distStart - 10. distEnd - 100.
distStart - 70. distEnd - 100.
distStart - 200. distEnd - 100.
|
Bug:Numbers lower than 1 cause xog graphics issues.
Bug examples
Black Mesa - bm_c1a2c . As you can see, the fog is drawn through the geometry and models (with exception of viewmodel).
Black Mesa - bm_c1a2c . As you can see, the fog is drawn through the geometry and models (with exception of viewmodel).
|
[todo tested in ?]
- distEnd (distend) <float>
- distEnd
Xog end draw distance.
Examples
distStart - 10. distEnd - 100.
distStart - 10. distEnd - 700.
distStart - 10. distEnd - 2000.
|
Bug:Numbers lower than 1 cause xog graphics issues.
Bug examples
Black Mesa - bm_c1a2c . As you can see, the fog is drawn through the geometry and models (with exception of viewmodel).
Black Mesa - bm_c1a2c . As you can see, the fog is drawn through the geometry and models (with exception of viewmodel).
|
[todo tested in ?]
Note:The difference in values of distStart and distEnd should be not too big, otherwise the fog will be unsmooth.
- distDensity (distdensity) <float>
- distDensity
Density of xog entity, only values from 0 to 1 works.
- opacityOffsetTop (opacityoffsettop) <float>
- opacityOffsetTop
Offsets top color of xog.
- opacityOffsetBottom (opacityoffsetbottom) <float>
- opacityOffsetBottom
Offsets bottom color of xog.
Examples
opacityOffsetBottom - 0.0.
opacityOffsetBottom - 0.2.
opacityOffsetBottom - 1.0.
|
- htZStart (htzstart) <float>
- htZStart
Height that xog starts rendering at.
Examples
htZStart - 80. htZEnd - 0.
htZStart - 90. htZEnd - 0.
htZStart - 90. htZEnd - 10.
|
- htZEnd (htzend) <float>
- htZEnd
Height that xog stops rendering at.
Examples
htZStart - 0. htZEnd - 80.
htZStart - 0. htZEnd - 120.
htZStart - 0. htZEnd - 400.
|
- htZColStart (htzcolstart) <float>
- htZColStart
Height that xog color starts rendering at. Results depend on htZColEnd
value.
- htZColEnd (htzcolend) <float>
- htZColEnd
Height that xog color stops rendering at. Results depend on htZColStart
value.
- noise1ScrollSpeed (noise1scrollspeed) <vector>
- Layer one, speed at which noise moves trough xog volume (X Y Z).
Examples
noise1ScrollSpeed - 1 0 0.
noise1ScrollSpeed - 0 1 0.
noise1ScrollSpeed - 0 0 1.
|
- noise1Tiling (noise1tiling) <vector>
- Layer one, tiling speed at which noise moves trough xog volume (X Y Z).
- noise2ScrollSpeed (noise2scrollspeed) <vector>
- Layer two, speed at which noise moves trough xog volume (X Y Z).
Examples
noise2ScrollSpeed - 1 0 0.
noise2ScrollSpeed - 0 1 0.
noise2ScrollSpeed - 0 0 1.
|
- noise2Tiling (noise2tiling) <vector>
- Layer two, tiling speed at which noise moves trough xog volume (X Y Z).
- noiseContrast (noisecontrast) <float>
- Contrast of xog.
- noiseMultiplier (noisemultiplier) <float>
- Multiplier of xog.
- Enable Height Blend (enablevol_height) <choices>
- Enable/Disable this heightbased xog.
Determines top color and blending is disabled or enabled.
Examples
Enable Height Blend - No. colorTop - 255 0 0 255, colorBottom - 0 255 0 255.
Enable Height Blend - Yes. colorTop - 255 0 0 255, colorBottom - 0 255 0 255.
|
Flags
BaseTrigger
- Everything (not including physics debris) : [64]
- Clients (Survivors, Special Infected, Tanks
 ) : [1]
- Only clients in vehicles : [32]
- Only clients *not* in vehicles : [512]
- Disallow Bots (removed since
) : [4096]
- NPCs (Common Infected, Witches
 ) : [2]
- Only player ally NPCs : [16]
- Only NPCs in vehicles (respects player ally flag) : [2048]
- Physics Objects (not including physics debris) : [8]
- Physics debris (include also physics debris) : [1024]
Pushables (Passes entities with classname func_pushable) : [4] 
- Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable .
|
Inputs
- TurnOn <void>
- Turn xog on.
- TurnOff <void>
- Turn xog off.
BaseTrigger
- Toggle
- Toggles this trigger between enabled and disabled states.
- Enable
- Enable trigger
- Disable
- Disable trigger
- TouchTest (in all games since
)
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base. (tested in: )
- StartTouch (in all games since
) !FGD
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- EndTouch (in all games since
) !FGD
- Behave as if !caller had just exited the trigger volume.
- DisableAndEndTouch (only in
 )
- Disables this trigger and calls EndTouch on all currently-touching entities.
|
Outputs
BaseTrigger
- OnStartTouch
- !activator = entity that caused this output
!caller = this entity Fired when a valid entity starts touching this trigger.
- OnStartTouchAll
- !activator = entity that caused this output
!caller = this entity Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
- OnEndTouch
- !activator = entity that caused this output
!caller = this entity Fired when a valid entity stops touching this trigger.
Note:Will also fire for entities touching it when trigger is disabled via Disable input
Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning:OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay. Fix:Add a slight delay to OnEndTouch .
- OnEndTouchAll
- !activator = entity that caused this output
!caller = this entity Fired when all valid entities stop touching this trigger.
- OnTouching (in all games since
)
- !activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
- OnNotTouching (in all games since
)
- !activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.
|
Issues
Xog all time fully rendering through everything with material shader parameter $translucent. This happen because of game can't tell the depth of scene because of the transparency.
No $translucent. Behind the wall placed xog volume and some models with small room.
With $translucent. Now player see everything, but only what in xog.
Similar issue happen if use $alphatestreference incorrectly.
This problem also applies to brushes which not have $translucent, but which parented to brushes that have this parameter. Similar will happen if brush with $translucent is part of your brush entity. Same will happen if you use overlays/decals on brushes with $translucent.
Metal speaker is overlay that use $alphatest, but xog fully visible anyway, because overlay pasted on the transparency window.
This issues doesn't happen if replace LightmappedGeneric to ShatteredGlass shader. ShatteredGlass give similar to LightmappedGeneric results, so, you can use it for glass or transparency surfaces when it's needed.
In some cases use $alphatest if it'll give similar to $translucent resualts.