env_screenoverlayis 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.
You can use any material as an overlay, but
UnlitGeneric ones are recommended to avoid artefacting.
Valve provide these materials in the
- Combine binoculars
- Green teleport shimmer
Red teleport shimmer
- Blue teleport shimmer
- Drugged distortion
- Black. A probable bug makes it so that a thin border around the overlay is still visible.
- Flashing animation of three figures. Hardly usable as an overlay.
These materials are not designed as screen overlays, but will work as one:
- Monochrome (Black and white)
- The combine shield shader effect - refraction with drifting squares.
- Red-yellow-green scrolling ground overlay
- Green downward haze
- Red/Orange Refractive overlay
- As if looking through a glass Observation window from Portal
- Overlay Name 1 to Overlay Name 10
- Name of the first overlay material to display.
- Overlay Duration 1 to Overlay Duration 10
- 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.
- 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 : Allow Suit Zoom
- Start displaying the first overlay.
- Stop displaying any overlays.
- 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.
- 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.
- 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.
- Overlays - A large list of overlays.