Difference between revisions of "Func lod"

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(added l4d+ specific fields, also exist in csgo)
 
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{{wrongtitle|title=func_lod}}
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{{base brush|func_lod}}  
  
==Entity Description==
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==Entity description==
'''Entity Name:''' func_lod
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It is a [[Entity#Brush_entities|brush-built]] model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons.
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{{brushmodel}}
  
Brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons.
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{{Note|The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.}}
  
==Keyvalues==
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== Keyvalues ==
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{{KV|Disappear Distance|integer|Distance at which these brushes should fade out. Acts as "Min Disappear Distance" (and +800 as max distance) in L4D and newer games.}}
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{{KV|Min Disappear Distance|integer|Distance at which these brushes should start fading out. {{L4D add}} }}
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{{KV|Max Disappear Distance|integer|Distance at which these brushes should finish fading out. {{L4D add}} }}
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{{KV|Solid|choices|Set whether or not these brushes should collide with other entities.}}
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:* 0 : Solid
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:* 1 : Nonsolid
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{{KV Targetname}}
  
* {{kv targetname}}
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== Inputs ==
 +
{{I Targetname}}
  
* '''DisappearDist'''
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== Outputs ==
: <integer> Distance at which these brushes should fade out.
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{{O Targetname}}
 
 
* '''Solid'''
 
: <choices> Set whether or not these brushes should collide with other entities.
 
{|
 
| '''Literal Value''' || '''Description'''
 
|-
 
| 0 || Solid
 
|-
 
| 1 || Nonsolid
 
|}
 
 
 
==Inputs==
 
 
 
* {{i targetname}}
 
 
 
==Outputs==
 
 
 
* {{o targetname}}
 
 
 
[[Category:Entities]]
 

Latest revision as of 14:33, 26 September 2019

func_lod is a brush entity available in all Source games.

Entity description

It is a brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons.

Note:The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.

Keyvalues

Disappear Distance <integer>
Distance at which these brushes should fade out. Acts as "Min Disappear Distance" (and +800 as max distance) in L4D and newer games.
Min Disappear Distance <integer>
Distance at which these brushes should start fading out. (in all games since <Left 4 Dead>)
Max Disappear Distance <integer>
Distance at which these brushes should finish fading out. (in all games since <Left 4 Dead>)
Solid <choices>
Set whether or not these brushes should collide with other entities.
  • 0 : Solid
  • 1 : Nonsolid

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
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.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

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 to FireUser4
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 <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: 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: 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

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><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.