color_correction is a point entity available in all Source games. It loads a color correction lookup table (.raw) and controls its strength. Correction is applied in a sphere surrounding the entity, with a configurable amount of falloff.
In Left 4 Dead and Left 4 Dead 2, this entity will behave like the
color_correction in previous Source-based games if there is at least one
fog_volume brush entity textured with the fogvolume material. The flags Master and Simulate client-side must be checked in the main
color_correction entity. There can only be one master
color_correction. It is recommended that the other
color_correction entities be triggered with
fog_volume with an override of the master. The override is done by setting the
fog_volume entity property called ColorCorrection Name to a
color_correction targetname of your choice.
color_correctioncauses control point HUD icons to display improperly. (example).
- 1: Master (Default color correction when used with L4D
- 2: Simulate client-side (Must be set when used with L4D
- Lookup Falloff Start Distance (minfalloff)
- Within this range to the entity, the effect will be at full strength. If this is larger than the End Distance, the effect will apply to the entire map. Note: Does not work properly in , since Left 4 Dead 2 requires fog_volume to have working Color Correction which does not support fallofs. If set, the Color correction inside the fog_volume will not work at all
- Lookup Falloff End Distance (maxfalloff)
- Maximum distance from the entity that the effect is applied. At this distance, the effect is barely apparent but will strengthen as the viewer approaches the Start Distance. Note: Does not work properly in , since Left 4 Dead 2 requires fog_volume to have working Color Correction which does not support fallofs. If set, the Color correction inside the fog_volume will not work at all
- Maximum Weight (maxweight)
- This is the maximum weight for this lookup. Note: This value sets the strength of the color correction. 0,00 to 1,00
- Lookup Fade In Duration (fadeInDuration)
- When the entity becomes
Enabled, how long the effect takes to fade in. (In seconds)
- Lookup Fade out Duration (fadeOutDuration)
- When the entity becomes
Disabled, how long the effect takes to fade out. (In seconds)
- Lookup Table Filename (filename)
- Pathfile from the mod folder to the .raw to reference. For info on making a file, see color correction. Example path for a file in the hl2 materials folder:
- Exclusive (exclusive)
- An exclusive
color_correctionentity disables and fades out all other color corrections when it is enabled. There should only be one active exclusive
color_correctionent at any time.
- Start Disabled (StartDisabled)
- Stay dormant until activated (probably with the
- The classname defines the type of entity. Classnames can be changed using
AddOutput, which will influence how the engine deals with the entity in certain circumstances.
- The name that other entities refer to this entity by.
- Global Entity Name
- 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.
- 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. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition. Some entities which aren't intended to be parented may not function correctly.
phys_constraintcan be used as a workaround to parenting.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z)
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note: This works on brush entities, although Hammer doesn't show the new angles.
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,.... Contexts may be filtered.
- Combination of effect flags to use.
- Local Time
- The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think
- Amount of time before the entity thinks again.
- Hammer ID
- The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
- Disable for Xbox 360
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts
- 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.
- Script think function
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
- Sets the Lookup Fade In Duration.
- Sets the Lookup Fade out Duration.
- Enable/disable this entity from performing its task. It might also disappear from view.
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- 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.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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. Bug: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.