env_sky
env_sky | |
---|---|
Type | Point entity |
Engine | Source 2 |
Availability | Half-Life: Alyx & Counter-Strike 2 & SteamVR Home |
env_sky
is a point entity available in SteamVR Home, Half-Life: Alyx, and Counter-Strike 2.
It is an entity that controls the sky texture as well as fog.
Keyvalues
- Sky Material (skyname)
([todo internal name (i)])
<resource:material> - Skybox Tint Color (tint_color)
([todo internal name (i)])
<color255> - Tint the skybox.
- Fog Type (fog_type)
([todo internal name (i)])
<choices>
Value Description 0
None 1
Distance Based 2
Angular
- Fog Max Angle End (angular_fog_max_end)
([todo internal name (i)])
<float> - Fog Max Angle Start (angular_fog_max_start)
([todo internal name (i)])
<float> - Fog Min Angle Start (angular_fog_min_start)
([todo internal name (i)])
<float> - Fog Min Angle End (angular_fog_min_end)
([todo internal name (i)])
<float>
Source 2 Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<scriptlist> - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Create Client-Only Entity
(clientSideEntity)
<choices> -
- 0: No
- 1: Yes
Source 2 Hierarchy:
- Parent
(parentname)
<targetname> - Specifies a movement parent. An entity will maintain its initial offset from its parent.
- Parent Model Bone/Attachment Name
(parentAttachmentName)
<string> - The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment.
- Model Attachment position offset
(local.origin)
<coordinates> - Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
- Model Attachment angular offset
(local.angles)
<angles> - Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
- Model Attachment scale
(local.scales)
<vector> - Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
- Use Model Attachment Offset
(useLocalOffset)
<boolean> - Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.
Source 2 Transform:
- Origin
(origin)
<coordinates> - The world space origin of the entity.
- Angles
(angles)
<angles> - The pitch, yaw, roll orientation of the entity.
- Scale
(scales)
<vector> - The x, y, z scales of the entity. Not all entities can use this.
- Transform Locked
(transform locked)
<boolean> - Lock the transform at its current value, preveting the transform of the node from being modified.
- Force Hidden
(force hidden)
<boolean> - Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
- Editor Only
(editor only)
<boolean> - Entity is only displayed in Hammer and will not appear in game.