Difference between revisions of "Env screenoverlay"

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("r_screenoverlay" client cheat server_can_execute)
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{{base point|env_screenoverlay}} It can display and control a set of screen [[overlays]], to be displayed over the player's view. Useful for view effects like drunkenness, or teleporter afterimages, etc.
 
{{base point|env_screenoverlay}} It can display and control a set of screen [[overlays]], to be displayed over the player's view. Useful for view effects like drunkenness, or teleporter afterimages, etc.
  
{{note|An overlay will be applied to all players in multiplayer games, even when the {{ent|!activator}} is one player. To apply an overlay to a single client, the command <code>r_screenoverlay <material_path></code> (requires {{ent|sv_cheats|1}}, except for {{csgo}}) needs to be used with a {{ent|point_clientcommand}}.
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{{note|An overlay will be applied to all players in multiplayer games, even when the {{ent|!activator}} is one player. To apply an overlay to a single client, the command <code>r_screenoverlay <material_path></code> needs to be used with a {{ent|point_clientcommand}}.
 
}}
 
}}
  

Revision as of 13:42, 24 April 2021

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An env_screenoverlay with effects/combine_binocoverlay on d2_coast_03.

env_screenoverlay is a point entity available in all Source games. It can display and control a set of screen overlays, to be displayed over the player's view. Useful for view effects like drunkenness, or teleporter afterimages, etc.

Note.png Note: An overlay will be applied to all players in multiplayer games, even when the !activator is one player. To apply an overlay to a single client, the command r_screenoverlay <material_path> needs to be used with a point_clientcommand.
Note.png Note: In [Portal 2], screen overlays are disabled by default. You must set r_drawscreenoverlay 1 to enable.

In code, it is represented by theCEnvScreenOverlayclass, defined in theenv_screenoverlay.cppfile.

Materials

You can use any material as an overlay, but UnlitGeneric materials are the least likely to have any visual bugs.

Valve provides these materials in the /effects folder:

combine_binocoverlay
Combine binoculars
tp_eyefx/tpeye
Green teleport shimmer
tp_eyefx/tpeye2

Red teleport shimmer

tp_eyefx/tpeye3
Blue teleport shimmer
tp_eyefx/tp_eyefx
Warped distortion, somewhat similar the one seen on strider charge shots.
tp_eyefx/tp_black
Black. A thin border around the overlay is still visible.
tp_eyefx/tp_eyefx_eli
Flashing animation of three figures. Hardly usable as an overlay.

These materials are not designed as screen overlays, but will work as one:

debug/yuv
Monochrome (Black and white)
effects/com_shield002a.vmt
The combine shield shader effect - refraction with drifting squares.
models/effects/portalfunnel_sheet
Red-yellow-green scrolling ground overlay
models/props_combine/portalball001_sheet
Green downward haze
effects/tp_refract
Red/Orange Refractive overlay
glass/glasswindow_refract01
As if looking through a glass Observation window from Portal

Flags

  • 1: Allow Suit Zoom

Keyvalues

Overlay Name 1 (OverlayName1) to Overlay Name 10 (OverlayName10) <string>
Name of the first overlay material to display.
Overlay Duration 1 (OverlayTime1) to Overlay Duration 10 (OverlayTime10) <float>
Amount of time that the overlay should be displayed for, after which it will begin showing the next overlay. Setting this to -1 will make the entity display the overlay indefinitely, until it's forced to change by an input.


Base:

Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.png Tip: Entities transition to the next map with their parents
Tip.png Tip: phys_constraintcan be used as a workaround if parenting fails.
Global Entity Name (globalname) <string>
When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png Note: Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (angles) <angle>
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.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
Tip.png Tip: Can also be filtered for or against!
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.png Tip: Changing classnames using theAddOutputinput can still influence the game's code, like making the classname match one element in the S_PreserveEnts list will make the entity persists on new rounds!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like theent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
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 (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
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 (LagCompensate) <boolean> (in all games since <Left 4 Dead 2>) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Disable for Xbox 360 (disableX360) <boolean> (in all games since <Left 4 Dead 2>) !FGD
If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since Counter-Strike: Global Offensive) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.


Inputs

StartOverlays
Start displaying the first overlay.
StopOverlays
Stop displaying any overlays.
SwitchOverlay <integer>
Switch to displaying a specific overlay. Pass in the desired overlay number in the parameter. Entering -1 as the value will cause the overlay to display indefinitely.

Base:

AddOutput <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
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 thanKillinput.
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.
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
DispatchEffect <string> (removed since <Left 4 Dead>) !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
Use  !FGD
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.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
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.png Bug:  In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png 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.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !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.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.


Outputs

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead> <Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.

See Also

  • Video with some overlays.