env_volumetric_fog_controller

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env_volumetric_fog_controller is a point entity available in the following Source 2 Source 2 games or engine branches:
SteamVR Home SteamVR Home and Half-Life: Alyx Half-Life: Alyx.

Entity description

Controller for volumetric fogging - bounds are extents of fog irradiance volume (for indirect).

Keyvalues

Master Fog Controller (IsMaster) (???) <boolean>
Use this as the active fog if there are more than one.
Fog strength (FogStrength) (???) <float>
Technically the scattering value. Higher values make denser fog.
Draw distance (DrawDistance) (???) <float>
Maximum distance to draw fog - WARNING! Changing from default will make fog blockier.
Fade-in start (FadeInStart) (???) <float>
Distance from the eye at which fog starts to fade in.
Fade-in end (FadeInEnd) (???) <float>
Distance from the eye at which fog finishes fading in and is at full strength.
Enable indirect lighting (IndirectEnabled) (???) <boolean>
Indirect light strength (IndirectStrength) (???) <float>
Indirect Lighting Dimension (IndirectVoxelDim) (???) <choices>
Value Description
512 Very High Resolution (512x)
256 High Resolution (256x)
128 Medium Resolution (128x)
64 Low Resolution (64x)
Fade time (FadeSpeed) (???) <float>
Sets fade in or out time (in seconds).
Anisotropy (Anisotropy) (???) <float>
How much the fog should get brighter when you stare directly at the light.
Fog Irradiance Texture (fogirradiancevolume) (???) <resource:texture>
Name of the fog irradiance texture.

Source 2 Targetname:
Name (targetname) (???) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) (???) <scriptlist>
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.
Create Client-Only Entity (clientSideEntity) (???) <choices>
  • 0: No
  • 1: Yes



Source 2 Hierarchy:
Parent (parentname) (???) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent.
Parent Model Bone/Attachment Name (parentAttachmentName) (???) <string>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment.
Model Attachment position offset (local.origin) (???) <coordinates>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Model Attachment angular offset (local.angles) (???) <angles>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Model Attachment scale (local.scales) (???) <vector>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Use Model Attachment Offset (useLocalOffset) (???) <boolean>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.



Source 2 Transform:
Origin (origin) <coordinates>
The world space origin of the entity.
Angles (angles) <angles>
The pitch, yaw, roll orientation of the entity.
Scale (scales) <vector>
The x, y, z scales of the entity. Not all entities can use this.
Transform Locked (transform locked) <boolean>
Lock the transform at its current value, preveting the transform of the node from being modified.
Force Hidden (force hidden) <boolean>
Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
Editor Only (editor only) <boolean>
Entity is only displayed in Hammer and will not appear in game.


Inputs

SetToDefaults <void>
Resets scattering and anisotropy to default values
SetFogStrength <float>
Set overall fog strength
SetAnisotropy <float>
Set anisotropy value
SetFadeSpeed <float>
Set fade in/out speed
SetDrawDistance <float>
Set draw distance
ForceRefresh <void>
Forces the fog volume to update if a light's state has changed
Enable <boolean>
Enable
Disable <boolean>
Disable
EnableIndirect <boolean>
Turns on/off indirect fogging



Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
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:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
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.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 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) (also in Team Fortress 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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving 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


Targetname:
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)
This output fires when the entity is killed and removed from the game.