Difference between revisions of "Fog volume"
ThaiGrocer (talk | contribs) (Created page with '{{l4d_brush|fog_volume}}<br>{{l4d2_brush|fog_volume}} ==Entity Description== <code>fog_volume</code> is a brush entity that controls fog and other visual cinematic elements with…') |
ThaiGrocer (talk | contribs) |
||
Line 1: | Line 1: | ||
{{l4d_brush|fog_volume}}<br>{{l4d2_brush|fog_volume}} | {{l4d_brush|fog_volume}}<br>{{l4d2_brush|fog_volume}} | ||
− | ==Entity | + | ==Entity description== |
− | <code>fog_volume</code> is a brush entity that controls fog and other visual cinematic elements within its volume. It is necessary to have at least one <code>fog_volume</code> in order for (a master) [[color_correction]] to take effect in Left 4 Dead and Left 4 Dead 2. | + | <code>fog_volume</code> is a brush entity that controls fog and other visual cinematic elements within its volume. It is necessary to have at least one <code>[[fog_volume]]</code> in order for (a master) [[color_correction]] to take effect in Left 4 Dead and Left 4 Dead 2. |
==Keyvalues== | ==Keyvalues== | ||
Line 30: | Line 30: | ||
==Outputs== | ==Outputs== | ||
{{O Targetname}} | {{O Targetname}} | ||
+ | |||
+ | ==See also== | ||
+ | *[[fog_volume]] | ||
+ | *[[color_correction]] | ||
+ | *[[env_fog_controller]] | ||
+ | |||
+ | ==External links== | ||
+ | [http://www.l4d.com/blog/post.php?id=1962|L4D Art Direction, Part 1: Filmic Effects] - Valve blog regarding film effects in Left 4 Dead |
Revision as of 09:37, 8 March 2010
fog_volume
is a brush entity available in Left 4 Dead.
fog_volume
is a brush entity available in Left 4 Dead 2.
Entity description
fog_volume
is a brush entity that controls fog and other visual cinematic elements within its volume. It is necessary to have at least one fog_volume
in order for (a master) color_correction to take effect in Left 4 Dead and Left 4 Dead 2.
Keyvalues
Targetname:
- Name
(targetname)
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- 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)
- 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.
- EnableDisable:
- Start Disabled (StartDisabled)
<boolean>
- Stay dormant until activated (probably with the
Enable
input).
FogName:
- Fog Name <target_destination>
- The name of the fog entity associated with this volume.
PostProcessName:
- Postprocess Name <target_destination>
- The name of the postprocess entity associated with this volume.
ColorCorrectionName:
- ColorCorrection Name <target_destination>
- The name of the color_correction entity associated with this volume.
Inputs
Targetname:
Kill
- Removes this entity from the world.
KillHierarchy
- 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
Kill
. AddOutput
<string>
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format:<key> <value>
I/O Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. Use
!FGD- 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.
RunScriptFile
<script>
(in all games since)
- 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)
- 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.
CallScriptFunction
<string>
(in all games since) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !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) !FGD
- Set this entity's angles.
EnableDisable:
Enable
Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.
See also
External links
Art Direction, Part 1: Filmic Effects - Valve blog regarding film effects in Left 4 Dead