func_monitor
< Es
func_monitor
es un UNTRANSLATED string "brush entity" see Template:This is a/strings disponible en todos los juegos de Source excepto
serie Left 4 Dead. 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*
.
![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
![Team Fortress 2](/w/images/thumb/8/84/Tf2-16px.png/16px-Tf2-16px.png)
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
![](/w/images/5/53/Cpp-16px.png)
- 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.
- Shadows
(vrad_brush_cast_shadows)
<boolean > - Configures whether this brush casts lightmap shadows.
- 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 ShadowDepth
(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.
|
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)
<choices> - Set a non-standard rendering mode on this entity.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects. See render effects
- Render Amount / Transparency (0 - 255)
(renderamt)
<integer > - 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.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean > - Prevent the entity from receiving shadows on itself.
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.
- Name
(targetname)
<string > - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.
- Camera name
([todo internal name (i)])
<targetname > - Cámara a renderizar.
Entradas
func_brush:
Alpha
- Sets the brush's alpha value.
EnableDisable:
Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(en todos juegos desde)
- This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight
(en todos juegos desde)
- This object may receive light or shadows from projected textures.
Parentname:
SetParent
<string >- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string >- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string >- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
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 than0
.
Color
<color255 >- Sets an RGB color for the entity.
CBaseEntity:
AddContext
<string >- Adds to the entity's list of response contexts. See Context.
AddOutput
<string >- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string >- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string >- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string >- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string >- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchEffect
<string > (eliminado desde) !FGD
- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script > (en todos juegos desde) (también en
)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string > (en todos juegos desde) (también en
)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
CallScriptFunction
<string > (en todos juegos desde) (también en
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script scope of the receiving entity.
SetLocalOrigin
<coordinates > (en todos juegos desde) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
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
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
Véase también
- info_camera_link : Para renderizar point_cameras en modelos .
- point_camera