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.
!activatoris one player. To apply an overlay to a single client, the command
r_screenoverlay <material_path>needs to be used with a
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
- Combine binoculars
- Green teleport shimmer
Red teleport shimmer
- Blue teleport shimmer
- Warped distortion, somewhat similar the one seen on strider charge shots.
- Black. 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
- 1: Allow Suit Zoom
- Overlay Name 1 (OverlayName1) to Overlay Name 10 (OverlayName10)
- Name of the first overlay material to display.
- Overlay Duration 1 (OverlayTime1) to Overlay Duration 10 (OverlayTime10)
- 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.
- 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: Entities transition to the next map with their parentsTip:
phys_constraintcan be used as a workaround if parenting fails.
- Global Entity Name
- 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)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note: Hammer does not move the entities accordingly only in the editor.
- 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.
- Response Contexts
- Pre-defined response system contexts; Format is
[key]:[value],[key]:[value],...and so on.Tip: Can also be filtered for or against!
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Hammer ID
- The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like the
ent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.
- 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!
- Disable for Xbox 360
- If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
- 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.
- 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.
- 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:
- Removes all contexts from this entity's list.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Fires the respective
OnUseroutputs; see User Inputs and Outputs.
- 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
- Remove a context from this entity's list. The name should match the key of an existing context.
- 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.
- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since .
- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
- Fix: Remove the string argument manually with a text editor.
- 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.
- 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.
- Video with some overlays.