env_fade точечная сущность доступна во всех играх на движке Source и Source2.
Создаёт затемнение экрана. Screen fades are used to blend regular game imagery to or from a solid color. Add duration and holdtime together for the total time this entity will be in effect.
The modulate flag on
env_fade uses a different kind of blending to achieve the fade. The normal fade does a straight weighted blend between the screen and the fading color (i.e. the fade color becomes a more/less opaque overlay over the scene). Modulate actually attenuates the screen colors in RGB with the fade color. So you could, for example, remove all of the red and blue from a scene with modulate and be left with a green overlay - well, sort of night vision anyway. The fade color for that would be pure green with modulate.
- Duration (seconds)
- The time that it will take to fade the screen in or out.
- Hold Fade (seconds)
- The time to hold the faded in/out state.
- Fade Alpha
- Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
- Fade Color (R G B)
- Fade color.
- Reverse Fade Duration (seconds)
- The duration of the reverse fade.
- 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. Note: Try to avoid expensive operations in this function, as it may cause performance problems.
- 1 : Fade From
- Essentially a "fade in," where the screen begins from an opaque color.
- 2 : Modulate
- Use attenuation blending, see Entity Description.
- 4 : Triggering player only
- Only affect activator
- 8 : Stay Out
- The fade remains indefinitely until another fade deactivates it. This prevents the ondeath-fadeout used in Portal 2.
- Start the screen fade.
- Begin doing the reverse of the current fade.
- Removes this entity from the world.
- Removes this entity and its children from the world. Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<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 depending on the entity. Can also be invoked by firing an output that does not specify an input.
- 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.
- Fired when the fade has begun. (activator is the activator)
- 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.